mostly working notes for now. .. .

for system architronics and documania see → http://fo.am/cgi-bin/darcs.cgi/trg/?c=browse

the sensory system involves input and analysis of the raw sensory data, it is intimately tied with the 'mapping' process, as sensory data is collated into observations. the input systems are as follows

  • stretch sensors, fixed in the space
  • vision
    • partially volumetric, partially occluded
    • several eyes watching from various viewpoints
  • analysis
    • needs to be specified further [>]

this involves 'translating energy from the physical world into energy in the simulated world'. more specifically taking data from the sensory system and finding a way to (re)present it in the 'brane-world'. currently a very important, and equally vague part of the system. circularly dependent on what goes on in the rest of the system.

  • mapping needs to be defined [all]
  • what does it map to?
    • perceived activity → 'material' to inject into simulation
    • define dataflow > oz→x→ogre
  • data will be sent to brane-world as OSC packets.

A simulated space, in which perceptual input is subjected to forces which determine its dynamic. the aesthetic, dynamic and some of the functional aspects of this are more clearly outlined in ProjectTRGUniverse. the subsystem itself will be based around the 'Ogre3D' graphics engine, incorporating extensions to the particle system enabling simulations using interparticle forces. 'ogre' will render this activity in a scene which will be composed around/of deforming/deformable meshes (possibly higher dimensional objects shadowsectioned into 3space). it will be capable of receiving osc data from the sensory/mapping system which it will use to create/influence/modify elements of the exiting scene.

practical →

  • (breve integration into ogre) decided against
  • OgreOSC exposes various functions in ogre via an osc listener
  • mesh/p.sys interaction → [?]
  • scene loader
    • currently supported by loading a text file (or pd patch) of ogreOSC commands
    • materials, textures, etc+
  • OSC outlet [p] → still to be done
  • meshwarping [p] → possibly using skeletal animation for compactions
  • projection warping [p] → ?
  • animated textures [p]
  • images can be moved across a surface as a texturemap

less important, but worth following up if there is time →

  • particles swimming thru textures [p]
  • multiple rendering from single machine [p]

it is anticipated that the 'material' of the simulation will be predominantly modeled using a particle system, with the forces between particles/conglomerates being approximated by an agent based simulation, rendered in 'ogre'. the force model will consist of equations describing the forces and their actions, the properties corresponding to these forces (and their effects) and a representation of the forces/properties in the 'brane-world'. )

  • force model [all]
  • ogre translation [n/p]
  • particle properties > ogre [n,m,p]

proposed 4force

  • 'long range' aka 'gravity' attractive, r^2 force
  • 'charged' aka 'electromagnetic' defined by -ve/-ve particles
  • 'short range, merging' aka 'strong' defined by merging
  • 'short range, transforming' aka 'weak' defined by transforming (swapping?) properties

a program or process to enable the relevant parts of the system to be tuned, configured with a reasonable level of ease. an important, but possibly unstable development. everyone who is involved in system development should work on this in one way or another. [j,m,n,p,t]

current status [30DEC2004]

  • 'text2osc' will load a text file containing the ogre scence
  • basic pd patch to modify an existing scence

sound output system, taking data from the simulation in the form of OSC data. most likely SuperCollider based using some sort of textured multioscillator model [n,(p,j,+)]

  • perception → geometry
  • simulation of the visual cortex
  • assigned, or via geometric deformations?
  • (inter)particle forces and properties

things to test

  • particle sys.
    • inter particle
    • high density
  • fluids → meshflow
  • mapping complexity on to changing surfaces / deforma