Advanced Kinect Rendering in TouchDesigner | Instancing, PBR, Depth Refinement, Shadows, and More
Project file and depth refinement component available on Patreon: https://www.patreon.com/posts/toe-advanced-in-121763070?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator&utm_content=join_link
This tutorial is a deep dive into rendering Kinect data in TouchDesigner. It covers:
- isolating the subject
- basic instancing
- improved orthographic instancing
- direct rendering (new technique using a GLSL material fragment shader)
- real-time depth map refinement
- adding shadows with hybrid rendering
It contains all the main tips and tricks I've learned from working with Kinect throughout the past 6+ years. Hope you find it helpful! You can check out @prismatic.visuals on Instagram to see more of my work.
Links I mentioned:
- Interactive Immersive Kinect tutorial: https://www.youtube.com/watch?v=p-lhmCMxn2g&ab_channel=TheInteractive%26ImmersiveHQ
- Paketa12 normal map tox: https://derivative.ca/community-post/asset/normal-map-v2/65562
- Shadertoy: https://www.shadertoy.com/
- GLSL material documentation: https://docs.derivative.ca/Write_a_GLSL_Material
- Polyhaven HDRIs: https://polyhaven.com/hdris
- Lucas Morgan linear vs sRGB article: https://forum.derivative.ca/t/linear-vs-gamma-pbr-workflows-in-touch/135812/2
- Learn OpenGL shadow mapping: https://learnopengl.com/Advanced-Lighting/Shadows/Shadow-Mapping
- Exsstas render buffers tutorial: https://www.youtube.com/watch?v=vUxXJ5IcaUQ&t=21s&ab_channel=exsstas
Contents:
0:00 - intro
0:40 - outline
1:56 - isolating the subject
8:49 - basic instancing
10:52 - improved instancing
19:10 - direct rendering setup
26:21 - direct rendering implementation
32:03 - adding reflections
34:59 - depth refinement
41:34 - shadows
49:01 - outro