Cinder Creative Coding Cookbook
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- Learn powerful techniques for building creative applications using motion sensing and tracking
- Create applications using multimedia content including video, audio, images, and text
- Draw and animate in 2D and 3D using fast performance techniques
Book Details
Language : EnglishPaperback : 352 pages [ 235mm x 191mm ]
Release Date : May 2013
ISBN : 184951870X
ISBN 13 : 9781849518703
Author(s) : Rui Madeira, Dawid Gorny
Topics and Technologies : All Books, Cookbooks, Open Source
Table of Contents
PrefaceChapter 1: Getting Started
Chapter 2: Preparing for Development
Chapter 3: Using Image Processing Techniques
Chapter 4: Using Multimedia Content
Chapter 5: Building Particle Systems
Chapter 6: Rendering and Texturing Particle Systems
Chapter 7: Using 2D Graphics
Chapter 8: Using 3D Graphics
Chapter 9: Adding Animation
Chapter 10: Interacting with the User
Chapter 11: Sensing and Tracking Input from the Camera
Chapter 12: Using Audio Input and Output
Appendix: Integrating with Bullet Physics
Index
- Chapter 1: Getting Started
- Introduction
- Creating a project for a basic application
- Creating a project for a screensaver application
- Creating a project for an iOS touch application
- Understanding the basic structure of an application
- Responding to mouse input
- Responding to key input
- Responding to touch input
- Accessing files dropped onto the application window
- Adjusting a scene after resizing the window
- Using resources on Windows
- Using resources on iOS and OS X
- Using assets
- Chapter 2: Preparing for Development
- Introduction
- Setting up a GUI for tweaking parameters
- Saving and loading configurations
- Making a snapshot of the current parameter state
- Using MayaCamUI
- Using 3D space guides
- Communicating with other software
- Preparing your application for iOS
- Chapter 3: Using Image Processing Techniques
- Introduction
- Transforming image contrast and brightness
- Integrating with OpenCV
- Detecting edges
- Detecting faces
- Detecting features in an image
- Converting images to vector graphics
- Chapter 4: Using Multimedia Content
- Introduction
- Loading and displaying video
- Creating a simple video controller
- Saving window content as an image
- Saving window animations as video
- Saving window content as a vector graphics image
- Saving high resolution images with the tile renderer
- Sharing graphics between applications
- Chapter 5: Building Particle Systems
- Introduction
- Creating a particle system in 2D
- Applying repulsion and attraction forces
- Simulating particles flying in the wind
- Simulating flocking behavior
- Making our particles sound reactive
- Aligning particles to a processed image
- Aligning particles to the mesh surface
- Creating springs
- Chapter 6: Rendering and Texturing Particle Systems
- Introduction
- Texturing particles
- Adding a tail to our particles
- Creating a cloth simulation
- Texturing a cloth simulation
- Texturing a particle system using point sprites and shaders
- Connecting the dots
- Connecting particles with spline
- Chapter 7: Using 2D Graphics
- Drawing 2D geometric primitives
- Drawing arbitrary shapes with the mouse
- Implementing a scribbler algorithm
- Implementing 2D metaballs
- Animating text around curves
- Adding a blur effect
- Implementing a force-directed graph
- Chapter 8: Using 3D Graphics
- Introduction
- Drawing 3D geometric primitives
- Rotating, scaling, and translating
- Drawing to an offscreen canvas
- Drawing in 3D with the mouse
- Adding lights
- Picking in 3D
- Creating a height map from an image
- Creating a terrain with Perlin noise
- Saving mesh data
- Chapter 9: Adding Animation
- Animating with the timeline
- Creating animation sequences with the timeline
- Animating along a path
- Aligning camera motion to a path
- Animating text – text as a mask for a movie
- Animating text – scrolling text lines
- Creating a flow field with Perlin noise
- Creating an image gallery in 3D
- Creating a spherical flow field with Perlin noise
- Chapter 10: Interacting with the User
- Introduction
- Creating an interactive object that responds to the mouse
- Adding mouse events to our interactive object
- Creating a slider
- Creating a responsive text box
- Dragging, scaling, and rotating objects using multi-touch
- Chapter 11: Sensing and Tracking Input from the Camera
- Capturing from the camera
- Tracking an object based on color
- Tracking motion using optical flow
- Object tracking
- Reading QR code
- Building UI navigation and gesture recognition with Kinect
- Building an augmented reality with Kinect
- Chapter 12: Using Audio Input and Output
- Generating a sine oscillator
- Generating sound with frequency modulation
- Adding a delay effect
- Generating sound upon the collision of objects
- Visualizing FFT
- Making sound-reactive particles
- Appendix: Integrating with Bullet Physics
- This chapter is available as a downloadable file at: http://www.packtpub.com/sites/default/files/downloads/Integrating_with_Bullet_Physics.pdf
Rui Madeira
Dawid Gorny
Code Downloads
Download the code and support files for this book.
Submit Errata
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Sample chapters
You can view our sample chapters and prefaces of this title on PacktLib or download sample chapters in PDF format.
- Process and analyze images and draw graphics in 2D or 3D
- Create applications that use multimedia content including video, images, audio, and text
- Draw and render particles to create powerful simulations
- Animate using tweens, timeline, paths, and cameras
- Create interesting animations with particle systems and physics
- Interact with the user by tracking and sensing from the camera in real-time
- Generate audio and create sound visualizations
Cinder is one of the most exciting frameworks available for creative coding. It is developed in C++ for increased performance and allows for the fast creation of visually complex, interactive applications.
"Cinder Creative Coding Cookbook" will show you how to develop interactive and visually dynamic applications using simple-to-follow recipes.
You will learn how to use multimedia content, draw generative graphics in 2D and 3D, and animate them in compelling ways.
Beginning with creating simple projects with Cinder, you will use multimedia, create animations, and interact with the user.
From animation with particles to using video, audio, and images, the reader will gain a broad knowledge of creating applications using Cinder.
With recipes that include drawing in 3D, image processing, and sensing and tracking in real-time from camera input, the book will teach you how to develop interesting applications.
"Cinder Creative Coding Cookbook" will give you the necessary knowledge to start creating projects with Cinder that use animations and advanced visuals.
Full of easy-to-follow recipes and images that will teach powerful techniques and algorithms, building from basic projects to challenging applications.
This book is for artists, designers, and programmers who have previous knowledge of C++, but not necessarily of Cinder.

