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Hapnet
A small bioinformatics project in progress: Haplotype networks and Minimum Spanning Networks are commonly used for representing associations between sequences. HapNet is a tool for viewing both types of networks, using the output data generated from Arlequin. HapNet automatically formats the network in the optimal layout for easy visualisation, and publication-ready figures can be exported…
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More expression recognition
Making myself look ridiculous as usual, but this works better than I had expected: It’s taking the vector in face space between example smile and frown expressions and then projecting the new face it doesn’t know about onto it (the dot product in multi dimensions) to give a value for how smiley or how frowny…
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Accidental graph art
If I ran one of these new fangled ‘new media arts’ courses (or whatever they are called now) I’d force students to restrict themselves to only using graphviz for several months. These are some accidents which happened trying to visualise haplotype networks for some biology visualisation work I’m doing: Alex Mclean has some more impressive…
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Expression recognition attempts
Parametrising gormlessness: I’m trying to parametrise expressions, which involves making faces at a web camera all day. The bars along the top visualise the parameters for the face model that my face generates, and the rather scary image next to my face is the result of putting these numbers back into the face model to…
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Voxels in fluxus
I’ve rewritten the experimental scheme voxel code into experimental C++ fluxus code, using hardware rendering for the sprite ‘splat’ accumulation, which makes it realtime for 30x30x30 grids (27000 voxels). The last two are a bunch of concentric spheres with the top left corner carved away by a box. Part of the fun of this is…
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gRig Froesjels
I’m told that ‘Froesjels’ is a brussels term for fidding around whilst trying to do something else, or something close, and that’s what I’ve been doing for the last few days. We demoed a load of different plant games to the public on Thursday (including plant eyes, and some new demos from ToT), and then…
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Plant Eyes v11
Nearly there but not quite yet, sounds and some bugfixing still to do: plant-eyes-v11-osx.zip The last image is what a well fed plant looks like, it’s found plenty of nutrients and has a lot of ‘beans’ it can use to grow for a long way.
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More plant eyes work
I’ve been really busy tweaking the game for gRig Froesjels in a couple of weeks time. Colour is back, there is a little garden in which you are growing including other plants growing around you. Yesterday I removed the ground plane and tried delineating the above/below ground in a different way…
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Voxelism
One day, when we have flying cars and people live on the moon, there will be no more triangles in computer graphics, only voxels. I somehow ended up spending the whole day today playing with the stalin scheme compiler and writing a small voxel renderer. These fuzzy blobs are the results:
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Plant Eyes V10
Plant eyes in double figures… Some “head up display” information on the number of markers you have to grow with, and I’ve added explanatory text when you start, which I think helps with this sort of completely weird gameplay 🙂 OSX bin here.