Cinder Creative Coding Cookbook

Cinder Creative Coding Cookbook
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Table of Contents
Sample Chapters
  • 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 : English
Paperback : 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, Application Development, Cookbooks, Open Source

Table of Contents

Chapter 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
  • 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

                            Rui Madeira

                            Rui Madeira is a computational designer, educator, and founder of the interaction design studio Estudio Ruim. He has been exploring and creating unique and engaging interactive experiences for cultural, artistic, and commercial purposes. His works are born from the intersection of several disciplines including illustration, animation, and interaction design. By using programming languages as the main building blocks for his works, he builds specific and adaptive systems that break apart from the limitations of traditional tools. He has participated in several projects, both collaborative and solo, including interactive performances and concerts, generative visuals for print and motion graphics, mobile applications, interactive installations, and video mapping. He has collaborated for several institutions including the London College of Fashion, Belém Cultural Center, Pavillion of Knowledge, Portuguese Foundation of Communications, Moda Lisboa, National Ballet of Portugal, and the Monstra Animation Festival

                            Dawid Gorny

                            Dawid Gorny is a creative coder and a creative technologist who is into computational design, art, and interaction design. He has worked as a professional web and Flash developer for several years, then took the lead of the research and development department at a digital production house. He has worked on concepts and technical solutions for a wide variety of interdisciplinary projects involving mobile development, cameras, sensors, custom electronic circuits, motors, augmented reality, and projection mapping. His installations engage people in malls, airports, exhibition spaces, and other public venues. He is the founder, organizer, and program director of the art+bits festival in Katowice—the encounter of art and technology. You can find a more about his projects and experiments at

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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.

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                            What you will learn from this book

                            • 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

                            In Detail

                            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.

                            Who this book is for

                            This book is for artists, designers, and programmers who have previous knowledge of C++, but not necessarily of Cinder.

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