decker labs

Archive for the 'Video' Category

Time Displacement Experiment (part II)

I made some updates to my time displacement experiments. I lumped them all into one nice little app, as well as give some options to toggle the effect. I also added the option to choose video source, so it doesn’t have to be with a webcam anymore. I added the option to tint what area is being effected, as well as experimented with frame blending to try to lessen hard edges. Like the previous post, I’m still using Pixel Bender to apply the displacement.

experiments.eric-decker.com/time_displacement

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More Time Displacement Experiments: Now with Pixel Bender

I decided to try using Pixel Bender to do the time displacement in the recent experiments I’ve been doing, as I was hoping it would perform better. It actually seems to, but there still is a significant lag. However, I’m pretty sure this is because of having to make a huge sprite sheet first.

I basically make a huge sprite sheet of all the frames I have saved. Since Flash 10 lets you have bigger bitmaps (16,777,215 pixels total, max dimension at 8,191 src) I can create a large image that tiles all the frames I currently have saved. I can have a max of 12 frames across (at 640) and 4 frames down (at 480). So after I create/update this giant bitmap, I send it to a pixel bender filter that is currently applied to a gray scale image. The Pixel Bender filter then looks at each pixel, evaluates the brightness and interpolates it to what frame it needs to update from, then replaces the current pixel with the appropriate one from the selected frame.

These experiments are still a little rough, but I’ll post ‘em anyways. No videos yet, I need to find some time to do screen recordings. The ticker is obviously by Mr. Doob. You’ll need a webcam for all of these, sorry.

  • brightness: Displacement based off of brightness of current frame.
  • movement: Displacement based off of movement (difference between frames)
  • painting: Displacement based off area pained by user, as in previous post (inspired by Smudge City).
  • noise: Displacement based off of perlin noise.
  • filmstrip: Displacement based off of titled blocks.

In any of these experiments, you can right-click to show the source that is controlling the displacement.

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Video Time Painting Experiment

I started playing around with doing some experiments with video and time delay. When showing the previously mentioned JPEG video experiment to my coworker Roushey, he mentioned how just the effect of the time delay was interesting. I was thinking about neat things to do with, and the first idea I had was to offset each frame as one row or column of pixels. So in a 640 x 480 video, the left-most column of pixels would be from the current frame, and the last rightmost column would be from 639 frames ago. The experiment is live here, and there’s a video of it on YouTube.

I had remember seeing a video (I think it was at FITC ‘07) of some really cool video Processing experiments by James Seo (see Asynchrony Smudge City). He had made an experiment where you could paint a time remap on video. This experiment has always stuck with me, as I always thought it was really well done. So after doing the previous experiment, I thought I would like to try what he had done too, except I choose to do it in Flash (which, I imagine, would make it perform worse than Processing).

It ended up being a fun little project. First, I just paint into a hidden canvas and capture that bitmap data. Then, depending on the number of frames recorded, I break out multiple version of the painting each with a different threshold. I then use this image as an alpha mask via the Layer blend mode to mask out the frame. Lastly, I draw each one to the resulting bitmap, which is displayed. Additionally, since the threshold method is 0 and 1 there are hard edges around each threshold, so I also apply a blur filter (16 x 16, quality 1) to help them blend a little more. This ends up being very taxing, and causes for a lot of slow down. In the demo, you can right-click and toggle this on and off to see the difference for yourself. I also did a version with PixelBender which I need to tweak a little bit, but the performance doesn’t seem to be that great (although I might be able to optimize it still).

Play with it here: Webcam Time Painting. There are also some video recordings below.

(Either JavaScript is not active or you are using an old version of Adobe Flash Player. Please install the newest Flash Player.)

(Either JavaScript is not active or you are using an old version of Adobe Flash Player. Please install the newest Flash Player.)

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‘Encoding’ Video as JPEG real time in AS3

A few days ago I was thinking if there was a way to reproduce the effect of JPEG compression real time in flash. I figured the best way would be to literally encode the image with the native AS3 JPEGEncoder class. The problem there was that the returned ByteArray could not be interpreted as an image anymore. However, the Loader class does allow for loading a ByteArray and converting it to a Bitmap. And luckily, the loadBytes method let us load the ByteArray right from Flash (as opposed to having to save out a file and load it externally).

So, applied to a webcam video on an interval, a bitmap data snapshot is taken of the current video frame. Then it is encoded as a JPEG and returned as a ByteArray. The ByteArray is then loaded back into Flash though the loader, which takes a one frame delay, which I imagine is because the loader object probably needs to initialize. Then, the bitmap is extracted from the loader the same way any image is, and the bitmapdata is copied to a display bitmap on the stage, and the cycle loops again.

You’ll notice a pretty significant delay on the demo. The delay comes from the encoding of the image, not the loading. You can play with the example here: JPEG Video Experiment. No webcam? There’s a prerecorded video below.

(Either JavaScript is not active or you are using an old version of Adobe Flash Player. Please install the newest Flash Player.)

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Webcam Snapshot Tool

Every once and a while, I find that I need to just take a quick snapshot with my webcam at work. Since I’m on a PC, so I don’t have Apple’s pre-installed Photobooth app, or any other simple program (that I’m at least aware of). I also didn’t want to install any bulky 3rd party software that might come with the webcam that I’m using, since all I need in order for it to work is the driver, which more or less Windows installed all by itself. Photoshop has an option to capture from webcam, but the util is pretty limited as it only lets me capture a very small thumbnail size image.

So I decided to make a really simple webcam capture utility using Flash. Even if there was some really simple app out there, as I am sure there is, the developer urge inside me just wanted to create one anyways. I figure this way is pretty cool, since all you need is the webcam driver (so that the webcam actually works) and Flash Player 10 installed (which is current at 94% penetration). It’s just a simple little tool, you can re-size the image and save it as a jpeg. That’s really all the functionality that I needed from it.

Anyways, you can check it out here:
experiments.eric-decker.com/webcam_snapshot

I’ve also used it to take some macro snapshot, as apparently my webcam can focus insanely close on things, and I’ve uploaded them to my flickr account:
flickr.com/photos/ericdecker/sets/72157623403965642

Macro Thumbnails

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Video Processing Tests

Recently I did some playing around with video and thresholds, mostly just for fun. I first experimented with just changing the threshold of the video, essentially converting it to black and white. Then I tried comparing the current frame threshold and the previous frame threshold to get the difference. The result looks like an outline/edge effect. It’s an interesting way to visualize movement. Then, just for kicks, I decided to display the previous comparison and the current one, colorizing the current difference as red and the previous as cyan. The result is a very pseudo-3D outline effect. This fake 3D technique can also be applied to to straight up video, showing the previous frame as cyan and the current as red and screening the two. Since this all based on movement and the idea that objects closer to the camera appear to move greater distances due to their perspective, it’s very easy for it to display incorrectly.

video_test_threshold video_test_3d_outlines

Check out the first demo. You’ll need a webcam. Click on the video to change the mode, and the two scroll bars control the threshold level and amount of blur applied to the video before any image processing.

I then noticed that while changing the threshold, it almost seemed like it was displaying different depth passes on the video. Of course, this has nothing to do with depth, but rather brightness. Still, I wanted to see what it would look like if I broke out multiple thresholds of the same frame and layered them in 3D. The result, although unpractical, still looks pretty cool.

video_3d_1video_3d_2

Check out the second demo. There’s different options on the left and two scroll bars at the bottom that control layer transparency and amount of blur applied to the video before any image processing.

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