In order to help Arch for a competition during the ISE Amsterdam, I developed a tool to setup an interactive corridor: an OpenGL room mapper based on a set of LED screens with different resolutions ans sizes, plus a multiple 3D cameras setup.
Take a look to this small shader to simulate water waves. It is built with OpenGL C++ and GLSL and running entirely on GPU. I used some perlin noise algorithms from Ian McEwan. As it is a GLSL shader, it can run everywhere, in a native context, Unity, WebGL, …
It’s 2 o’clock in the morning and I just finished a cool Cinder application.
After testing a C++ library using Microsoft Kinect SDK for some days, I got difficulties to match a Kinect skeleton on the camera image. But now, I think it’s quiet good and I made a tool to calibrate the device in every type of room. So…I built a simple particle emitter following the left hand of the kinect skeleton and put some gravity on it, with floor level.