Aha! Not an XP problem, but a setup test problem

May 17th, 2008

I had a file missing from my ‘trope.zip’ file that I was sending out. Grab the new archive of ‘trips’ and unzip those - although you really only need the one file ‘copy.fx’. Perhaps it’s time for me to move away from hard-coded paths to resource files in my code. : |

http://apparentlythisispossible.com/PsychotropeTripsStarterKit.zip - same deal as before, take the ‘trope’ dir from this archive and put that in your c:\ root.

You may as well install the current version of psychotrope as well. Sorry about the desktop dlls, I’m still paranoid. If this version works on people’s machines then file locations will be the next thing I’ll fix.

http://apparentlythisispossible.com/PsychotropeSetupper.msi 

Psychotrope update

May 13th, 2008

Testers, please try to install again… from the same link as before. Tell me if that works…

Automated Psychedelia presentation online

May 8th, 2008

Here:
http://www.notacon.org/media/2008media.html

 Direct link:

http://www.notaconmedia.com/2008/video/Automated%20Psychedelia%20-%20Translating%20Motion%20into%20Color%20and%20Sound%20-%20Tim%20Cowley.avi

XP problems

May 8th, 2008

Some test results are in - Psychotrope isn’t working on some people’s machines. I don’t know if it’s worked successfully on -any- machine other than mine. I’ll test and find out what’s broken. Until then, please uninstall (from the control panel or whatever) and I’ll have something better this weekend.

Psychotrope, ready for testing!!!

May 5th, 2008

Okay! Psychotrope is finally ready for testing and general consumption! Please install it from here:

http://apparentlythisispossible.com/PsychotropeSetupper.msi

and then also grab this zip file, and unzip the ‘trope’ directory in it to your c:/ drive (yeah, directly into the C drive)

http://apparentlythisispossible.com/trope.zip

So that you have something like this:

c:\trope\

c:\trope\alpha\

c:\trope\beta\

…etc. There will be a bunch of files in each. If you don’t unzip the resource files, the viz will just crash wmp. So unzip!!!

After this, play some music in Windows Media Player (hereafter wmp) and switch to the ‘Psychotrope’ visualisations, and take a look at alpha, beta, etc. The first 8 or so will have presets that will look interesting when music is playing. This should work perfectly on XP and Vista, in WMP 10 OR 11, and on NVidia, ATI, and even ultra-crap Intel GMA cards. They need to be pixel shader 2 or better(so, Directx9.0 or better), which basically means any graphics card purchased in the last 4 years or so. Please send me reports of machines that do and don’t work.

Ultra-tiny users guide:

Alpha is currently the sort of ‘teaching’ vis. This shows you (most of) the information that the psychotrope engine pushes through. Just crack open the .fx files and mess around with them. Beta and Charlie are pretty cool lookin’ for single-file effects, (*I* think) and you can see how the post-processing effects work with Delta and Echo.

The post-processing happens in 1post.fx and 2post.fx. Delta has a totally rad fractal feedback effect, and Echo has the classic warp feedback effect that’s been done to death everywhere.

Really, really quickly, because I’ll make a larger doc later:

Each directory in ‘trope’ is the source material for one ‘trip’. I don’t use the term ‘preset’ because there aren’t any effects in the engine that you’d be choosing settings for. :D Each ‘trip’ consists of a set of several ‘movers.’ Each ‘mover’ is 1 group of files, consisting of a 3d model, several textures, and a pair of .fx files that specify the High Level Shader Language code to tell the graphics card what to do with all of this, and which variables to accept from the psychotrope engine. One ‘fx’ file for how to draw the model, another for the post-processing effect. Each model gets a chance at post-processing, and they have access to the current state of the video buffer as well as the final version of the previous frame.

The data that psychotrope pushes to global memory in the video card consists of the following:

float4×4 g_mWorld : WORLD; // World matrix for objectfloat4×4 g_mProjection : PROJECTION; // Projection matrix for objectfloat4×4 g_mWorldView : WORLDVIEW; // World view matrix for object

float4×4 g_mWorldViewProjection : WORLDVIEWPROJECTION; // World * View * Projection matrix

float g_time;// from (float)timeGetTime();

float3 g_eye;

float g_fft[64];

float g_dampedfft[64];

float g_integratedfft[64];

float g_scope[64];

float g_entropy;… as well as the 4 textures (3 ordinary and one cube envmap), and the previous frame’s texture gets sent to the post.fx files.Basically the easiest way to mess around with them is to copy one of the existing ‘trips’ to a dir and then edit it, like makefiles. If you’ve got RenderMonkey or FXComposer set up so that you can check the grammar of your .fx files as you edit, then that’s really handy. I spew out a bunch of logging to the c:\trope\logfile.txt , you look in there for HLSL compilation errors from D3D, but it’s clumsy.

I’ll open up the forums on this site so that people can talk to each other about how incredibly obtuse this all is.

Here are some pics:

charliedeltafractalTreesslooshyfeedback

Psychotrope prototype shown at BlockParty

April 21st, 2008

Really pathetic, I haven’t put any information up here at all while I was developing.

Very quickly: I gave a 2 hour talk about synaesthesia, psychedelia, music, light, perception, and visualisation making at the Blockparty demoparty a couple weeks ago. It went great, and the video of it will be up at

 http://www.notacon.org/media/

after a short delay.

I’ve got a sloppy memory leak to fix in the thing, and then I’ll make it (and a user’s manual) available here. Soon! Soon.

Psychedelia version 2 : Psychotrope - call for help

November 15th, 2007

I’m now sure of how I’m going to structure the work on version 2 (which is called ‘psychotrope’ or just ‘trope’), and I’ve got the first functional prototype. I’ve failed to convince anyone to hire me on full time to code the new viz framework :( but I’ve managed to make it into my google-style 20% project in my current job. :D This means that I basically don’t slack anymore at work - if I get my chores done, I get to have fun with this! A very trickily good motivator.

Version 2 has been a MAJOR clean-up of the code, and finally some intelligent design work instead of just evolving it from the sample code.  It now has almost none of the visualisation code in the vis dll itself, and all of the interesting logic in the HLSL shader. It’s intended to be an open architecture, with all the models, shaders, and textures loaded from disk. I’ll plan on having  it be a shader model 3 thing for now, since then I can push the entirety of the audio signal (1k samples, 1k fft per frame) to the shaders. Besides, all the new vista machines have SM4 cards, so by the time this gets completed (say, 6 months from now) it’ll be old hat.

If you’d like to help test and develop the thing, send me an email at trope@apparentlythisispossible.com . You will need to have a good video card, and be willing to install/uninstall the thing over and over. If you know HLSL, you’ll get to make the first vizzes for it and influence the design. I’ll need to see what kind of shaders people want to write, and what other processing they’ll want the trope main code to do for them. This is platform design. I’ll also need to see if the damned thing works on all the different OSs, and see which ones it fails on. Psychedelia suffered from a lack of OS coverage in it’s testing, and doesn’t work on MCE, which sucks. Hopefully Psychotrope can avoid that.

I’ll need people with different levels of technical geekery, basically 3 groups:

1. Alchemists: HLSL-fluent graphics hackers who can create/reuse 3d models/textures/shaders and deform/create/inform them with audio data. These people will help critique the shader/viz interface and contribute to the design. If they’re very insane they might help code the actual C++ core.

2. Test Subjects: Graphics/audio enthusiasts who know what kind of video card/OS they’ve got, and can see what works/doesn’t work on their machine, and send back dxdiag output. These people will help mainly by reporting whether the framework or specific visses work or don’t work on their OS/video card. This is _hugely_ helpful and crazily important.

3. Psychonauts: people who want to see their music turned into trippy graphics :D These people will help by keeping my morale up (seriously) and by reporting which songs/albums/genres look best with which vis.

So if you’d like to help make Psychotrope a reality, mail me (trope@apparentlythisispossible.com  ), tell me which group you want to be in. I’ll put you on the right mailing list and eventually send you an installer to play around with / test / watch. The only thing I’ve got right now is a flat-shaded bouncing teapot, but it’ll move forward fast. :D

Psychedelia released

August 14th, 2007

Psychedelia has been released! You can download it directly from here, and you can check out the wmplugins page for it here.

As I develop the user-customizable version 2, I’ll report progress and post pics on this blog.