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Mastering openFrameworks: Creative Coding Demystified

You're reading from   Mastering openFrameworks: Creative Coding Demystified openFrameworks is the doorway to so many creative multimedia possibilities and this book will tell you everything you need to know to undertake your own projects. You'll find creative coding is simpler than you think.

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Product type Paperback
Published in Sep 2013
Publisher Packt
ISBN-13 9781849518048
Length 364 pages
Edition 1st Edition
Languages
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Author (1):
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Denis Perevalov Denis Perevalov
Author Profile Icon Denis Perevalov
Denis Perevalov
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Table of Contents (22) Chapters Close

Mastering openFrameworks: Creative Coding Demystified
Credits
Foreword
About the Author
Acknowledgement
About the Reviewers
www.PacktPub.com
Preface
1. openFrameworks Basics FREE CHAPTER 2. Drawing in 2D 3. Building a Simple Particle System 4. Images and Textures 5. Working with Videos 6. Working with Sounds 7. Drawing in 3D 8. Using Shaders 9. Computer Vision with OpenCV 10. Using Depth Cameras 11. Networking Working with Addons Perlin Noise Index

Using images for internal calculations


In this chapter we have considered the images mainly as building blocks of a visual scene. In this last section, we will see how images can be used in another way, as the source of data for internal calculations, not displaying on the screen directly. The main examples of such usage are masks and palettes, which we'll discuss now.

An image as a mask

Color cameras and depth cameras give color and depth images that represent the scene they capture (for example, humans in front of the camera). Such images can be processed using pixel-by-pixel methods or with the computer vision library, OpenCV. The result is often a binary image, which is called mask , that contains black pixels denoting the background and white pixels denoting human silhouettes. The mask can be applied for controlling physics and changing any parameter of your interactive installation. The user never sees the mask image itself, but only perceives its effect on the interactive scene's behavior...

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