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Advanced Kinect Rendering in TouchDesigner | Instancing, PBR, Depth Refinement, Shadows, and More

prismatic visuals 982 4 days ago
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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

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