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Identity & Access Management: Don't get Death Starred!
Many things seem impenetrable until a "small vulnerability" is exploited. The phrase "small vulnerability" almost sounds like an oxymoron when you think about it. Take the fable of one Luke Skywalker and the Death Star. In the story Luke exploited a small two-meter-wide thermal exhaust port in the Death Star's design to destroy the ultimate weapon and break the back of the Galactic Empire in their moment of triumph. To make matters worse the Empire was warned about this "small vulnerability", but the Galactic bureaucrats reasoned that the risk was small and the whistleblowers were overestimating rebels' chances.
Every fable has a lesson and the lesson here is that you are only as strong as your weakest link. No vulnerability is too small and no risk is worth taking when your entire business is at risk. This should all sound familiar if you follow business and security news. Time and time again the story remains the same. Business X is warned of a potential risk, but takes no action because the risk is "small" or the solution costs too much. Then someone exploits this weakness only to cost business X way more money than the actual fix would of cost. Afterwards business X's reputation is further damaged when it comes out they knew about this vulnerability all along and did nothing.
One thing remains constant and that is when you have something someone else wants they will never stop looking for ways to take it from you. The gate didn't stop the barbarians and the Death Star was no match for the rebel scum. When a motive presents itself to an interested party, be it a tactical victory in an intergalactic war or the theft of critical data, such vulnerabilities will be discovered and exploited. It's not a matter of if, but when.
Considering the time, effort and expense the modern enterprise invests in IT Security and specifically Data Loss Prevention (DLP) to gain visibility into and control of their environment, isn't it shocking to know that most organizations don't extend these capabilities into their encrypted networks?
While Next-Generation Firewall (NGFW) technology has improved the intelligence of IT Security efforts by enabling some content inspection, there are still some "small vulnerabilities". For instance, while NGFW control of SSL is very granular and can occur in real time, the lack of a detailed audit trail represents a substantial security risk.
NGFWs focus on real-time content inspection, often overlooking forensic analysis. They do not index content, making future search functionality impossible. This is all rather useless even if you do hire people to monitor your traffic 24x7. Additionally, NGFWs only offer command-level logs of SSH sessions, lacking support for graphical protocols such as RDP, and do not provide a means of supporting shared account mapping, or a key or password vault. A modern enterprise requires a modern security strategy.
In short, next generation firewalls are valuable tools, but leave Privileged Access Management (PAM) vulnerabilities that by no means should be considered too small to address.
The inability to inspect encrypted traffic, apply Data Loss Prevention policy and provide a tamperproof audit trail represents a tremendous vulnerability in modern cybersecurity strategy. For many enterprise businesses this is the proverbial thermal exhaust port. The threat could come from a malicious insiders, à la Edward Snowden, or tomorrow's headline-worthy security breach. Don't wait for an audit failure to take action because it might be too late.
The best defense is a holistic, inline approach that includes Active Directory integration, shared account mapping, encrypted channel monitoring, DLP enablement, real time alert functionality, session termination and thorough audit capabilities to addresses the comprehensive Privileged Access Management needs of the modern enterprise.
Do not get Death Starred by overlooking seemingly "small vulnerabilities" capable of bringing even the mightiest of empires to its knees.
The bad news is that you can't control J.J. Abrams'mind as he directs the upcoming Star Wars VII film.
The good news is that your enterprise can still avoid the Death Star's fate by unleashing the hound.


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The new version of Visual Studio 2010 supports a very cool graph viewer (powered by MSAGL) and a simple XML file format (DGML) to load your own graph. I've added support in QuickGraph to emit .dgml file from any graph (you will need to build the sources). For example, this snippet display a very simple graph:
And the result opens magically in Visual Studio 2010!
Page rendered at Friday, August 22, 2014 12:42:19 AM (Pacific Daylight Time, UTC-07:00)
The opinions expressed herein are my own personal opinions and do not represent
my employer's view in anyway.

subset: commoncrawl


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When high-speed rail
finally arrives in Central Florida, Orlando International Airport wants to be
ready - with a "Grand Central Station" of terminals that could
include multiple rail lines, food and retail concessions, a hotel and
rental-car counters, officials said March 17, the Orlando Sentinel reports. There
is no estimate yet on how much the terminal would cost or who would pay for it,
though airport leaders said they think state and federal officials should
provide most of the money.
A waterfront rail line in
Philadelphia moved closer to reality as the Delaware River Port Authority
approved a $6.5-million contract for environmental studies and preliminary
design, the Philadelphia Inquirer reports. The work, expected to take about two
years, is to prepare the way for a proposed $500-million light-rail line in the
middle of Columbus Boulevard between Pier 70 and Girard Avenue.
Consolidated Thompson
Iron Mines Ltd. Said mine site development is near final completion and
production has already begun at its Bloom Lake mine in Ontario. First shipments
of ore from the port at Pointe-Noire will commence in May 2010. As of December
31, 2009, a total of C$463 million had been spent on the development of the
Bloom Lake mine.
Freight railroad officials
are wondering what happened to the tens of millions of dollars from a 2005 bond
issue that was to be invested in rail and port improvements, Albany Times-Union
reports. Just $70 million of the $186 million earmarked has been spent, none of
that in the past two years. Instead, rail officials grouse, state officials
continue to review $200 million in grant requests submitted before Oct. 1,
Construction crews have
already started the three-year project to replace the Niantic River Bridge in Connecticut,
but onlookers won't see the substantial work begin for a few more weeks, The
Day reports. Workers have been at Cini Park near the entrance of the boardwalk
since last week, staging heavy machinery and creating a ramp that will allow
them to better move equipment up to the railroad tracks. Amtrak officials said
the significant work will start in April when construction barges are brought
Illinois is already
investing to make way for a high-speed rail system expected to spread across
the Midwest and hasten commutes between its major cities, The Christian Science
Monitor reports. The projects are in preparation for the $2.6 billion President
Obama promised the Midwest in January to modernize its transportation network
with high-speed rail. That money is part of a larger $11-billion high-speed
rail package made available through the American Recovery and Reinvestment Act.
While it strongly supports
a new regulation that requires railroads to implement technology capable of
making rail movements safer, the Chlorine Institute, Inc. asked the Federal
Railroad Administration to re-issue the rule with a corrected cost-benefit
behalf of the Alaska Railroad Corporation Board of Directors, ARRC Board
Chairman John Binkley expressed congratulations to ARRC President & CEO
Patrick Gamble on his selection as the new University of Alaska president. "He
is deserving of the trust that the university regents have placed in Pat's
leadership, management and familiarity with Alaskan issues," said Binkley.
HDR has been awarded a
five-year contract for extensive on-call right-of-way services with Sound
Transit, which provides mass transit in Washington's King, Pierce and Snohomish
The Canadian federal
government and the railways must improve safety at high-risk crossings on busy
passenger train routes, according to the country's transportation accident
investigator, local media report.
Remember Me


text:
Not long ago, it seemed as though camouflage was the only print menswear would acknowledge, but ultimately, it saturated the market... more >
Spring 2011
Perry Ellis by Duckie Brown
September 13, 2010
Location: New York
Designers: Steven Cox and Daniel Silver
Owned By: Publicly traded
Founded: 1978, New York
History: Ellis, a former department store buyer with a master's degree in retail, once famously said, "I don't make fashion—I make clothes." Duckie Brown designers Steven Cox and Daniel Silver were brought in to put their own stamp on the iconic American brand, fusing their avant garde spirit into Ellis's signature sportswear.
The Look: American sportswear through a high design lens
- Your Daily Eye Queue: How Versace Gets Iced, High Times in Central Park, and More...
- Roger Federer and Michael Jordan Talk The New Air Jordan-Inspired Nike Zoom Vapor 9 Tour
- Welcome to the Jungle: How to Wear Leopard Print This Fall (Seriously)
- GQ Selects: Gucci Check Blazer
- Your Morning Shot: Tom Ford
- Your Daily Eye Queue: Snoop Dogg's Advice for A$AP, The Best-Dressed Men at the Emmys, and More...
News + Politics
How To
Food + Travel
- David Chang's Kitchen: Don't Get All "Fresh" with Me
- David Chang's Kitchen: Your Idea of Bologna is Total Baloney
- Chart: The Family Tree of Bourbon Whiskey
- Recipe: Semi-Summer Salad - Chef Jeff Taibe of Oak + Almond
- The Great Franco-Italian Pasta Experiment
- How to Pick from an Overpriced Restaurant Wine List


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Church burglary suspect is facing more charges
Published On: Feb 18 2014 10:38:22 PM CST
Updated On: Feb 18 2014 10:38:33 PM CST
Updated On: Feb 18 2014 10:38:33 PM CST
A church burglary suspect is now accused of ransacking another congregation.
55-year-old David Bell is now charged with burglary and theft under $500. Officers tell us he took money and checks from Trinity Assembly of God Church on February 7th. Police say they found the checks during a search of Bell's apartment.
On February 10th police arrested Bell after he they say he was confronted by someone staying at Grandview Christian Church. He was charged with two counts of aggravated burglary and possession of burglary tools.
Copyright © 2014 by WCYB. All rights reserved. This material may not be published, broadcast, rewritten or redistributed.
The views expressed are not those of this site, this station or its affiliated companies. By posting your comments you agree to accept our terms of use.


text:
Town Square
Give Them the Tools? Give me a break!
Original post made by Ken in South Pleasanton on May 18, 2009
The facts are that our legislators have ALWAYS had the tools they need to correctly budget the state revenues, but they have failed to use them. Instead, they are influenced by special interest groups (NOT by WE THE PEOPLE who put them there) and continue to approve entitlement legislation that cripples the future well-being of the state for generations to come. Their decisions are more often than not driven by what will get them re-elected rather than what is right for Californians.
This is our opportunity to reinforce our desire for state and local legislators to use the tools they have, gain control over the budget, and stop mortgaging our future. Even if these propositions are approved, the state will have to deal with approximately $6 billion dollars additional deficit (current state estimate that keeps increasing each time we get a new report).
Stop the insanity. VOTE NO AS MANY TIMES AS LEGAL IN TUESDAY'S ELECTION (AND THE EXPENSIVE CITY ELECTION IN JUNE) AND PUT AN END TO THE MINDLESS SPEND-AND-TAX MINDSET IN SACRAMENTO!
If you were a member and logged in you could track comments from this story.
and my friend here will have the kibble."
By Tom Cushing | 12 comments | 1,313 views
Sentinels of Freedom Newsletter
By Roz Rogoff | 0 comments | 795 views
Harvest time in the vineyards
By Tim Hunt | 0 comments | 396 views
Understanding Early Decision in College Admissions
By Elizabeth LaScala | 0 comments | 360 views
When those covering the news become the news
By Gina Channell-Allen | 0 comments | 300 views


text:
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Water and Energy Reduction
Adding Sprinkler Systems: What You Need To Know
Installing the right sprinkler system can save time and money, as well as conserve energy and water output. It can also increase the lushness and health of your lawn. Ready to get started?


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Dreams of Metamorphosis
I have dreams, dreams to be like a Monarch; to travel far away, see new lands, but always return home. To grow, to become more than myself, to change, to enchance. This is my journey. Today I am a caterpillar, tomorrow I am a buttefly.
The only person you are destined to become is the person you decide to be. Ralph Waldo Emerson (via looklikelovefashion)
(Source: psych-facts, via lovenotforgotten)
boys who can pull off facial hair are hot
i think you're supposed to use a razor
(Source: llttlemermaid, via thatiskindoffetch)
← Older entries Page 1 of 191


text:
Relief for parents of Greenpeace activist bailed in Russia
Journalist Kieron Bryan and Greenpeace activist Alex Harris were granted bail in a Russian court this morning.
They've spent two months in jail following a protest at a Russian oil rig in September.
The group were originally charged with piracy, but the charges were later downgraded to hooliganism as part of an organised group, which carries a maximum sentence of seven years in prison.
Iain Rogers, who's also from Devon, will find out later if he too will be bailed.
Alex's parents, Cliff and Lynn Harris, were thrilled to hear the court's decision.


text:
AntiVJ [Profile, openFrameworks, Processing]
ANTIVJ is a visual label initiated by a group of European artists whose work is focused on the use of projected light and its influence on our perception. Stepping away from standard setups & techniques, AntiVJ presents
live performances and installations using custom built applications created using openFrameworks and Processing.
Most recently, last May, the team was commissioned by Montreal based Mutek festival to produce an Audiovisual piece in the Old port. The canvas was an old scaffolding tower built in 1957. As they couldn't project directly onto the rusted structure they instead put up a large white "screen", and used an optical illusion effect to re-project what was hidden behind this screen. See bottom of the post + more here.
Similarly, AntiVJ have been working on a new format for French retro-futurist electronic producers Principles of Geometry. Using stereoscopy (technology used in IMAX cinemas to watch visuals with 3D glasses) they produced a 50min long real-time journey through space. An exciting counterpart to the band's space/epic soundtrack.
The below is just a small selection of projects ANTIVJ created. You can see many more on their site and if you are looking for details, make sure you also check out their blog.
Also, many more images on Simon's flickr.
ANTIVJ artists include Simon Geilfus (http://www.kinesis.be), Yannick Jacquet (Lego_man) (http://www.legoman.net), Joanie Lemercier (crustea) (http://blog.antivj.com), Olivier Ratsi (http://www.ratsi.com) and ROMAIN TARDY (Aalto) (http://www.19m2.com).
- EYJAFJALLAJÖKULL [vvvv, Events, Environment, Inspiration] Last year, onedotzero approached Joanie Lemercier of AntiVJ to be part of one of their event, a festival they organised at empac, upstate New York, with a selection of screenings, installations and live performances. The installation, now on show at the China Millennium Monument Museum of Digital Arts onedotzero event, has received fantastic feedback and high acclaim. Just as the team published video describing the project (above), we asked Joanie few questions about the installation. Joanie: The original plan was to fly to empac to do a 3 weeks residency, to develop a new project from scratch, which would involve projection mapping onto objects, a sound track by minimal techno producer Sleeparchive, and potentially a live performance on the day of the opening. As the video explains, the original idea and schedule felt apart when the volcano erupted, and the 3 weeks long residency turned into just 5 days on site, to setup the installation and prepare a live performance... 2D/3D mapping Considering the constraints, it wasn't realistic anymore to plan any 3D mapping, or project onto a complex structure. The tools and workflow Joanie was using at the time, wouldn't have worked with only a few days for production, so he decided to use a different technique: a projection mapping, but this time on a flat surface, an idea that is similar to an experiment he did in Bristol back in december 2008 for a gig with dubstep producer Shackleton (video). The idea here was to project a layer of light onto a painted visual, and use this "virtual layer" to create depth effects and enhance the visual by adding colors, animations and motion to the still graffiti. He enjoyed the challenge of using the production tricks he learnt from architectural mapping projects, and play around with the audience visual perception, to make this 2D visual appear as if it was an actual three dimensional structure. Technically, Joanie explains, this process is almost like "reverse mapping", as all the production can be done on a computer, without worrying about projector alignment, and he can just trace / draw over a projection of the still image he designed. This, compared to a complex 3D mapping such as a baroque architecture project (video), is a total relief. Minimal vs Organic.. Joanie has been obsessed by geometry and minimalism for years, and most of his work has been very clinical, cold, and more abstract than figurative or realistic, and he wanted to start working with more organic shapes, and start using curves, less angular patterns. Being fascinated by the relationship between maths, geometry and nature, he wanted to explore that idea in his work, and incorporate some visual elements that would connect geometric patterns and ocean waves, terrain, mountains relief, wind, snow and rain motion. He started off with a simple grid with a 100x100 resolution, in a x-y-z space, and he set a rule of only moving theses points onto the Y axis to generate a series of 3d models, as a starting point to find inspiration for the project. He started manually, but to make the patterns more interesting, he starting using different kind of noises: perlin noise (link), simplex noise, turbulence and voronoi, He could then turn his grid into landscapes, ocean, dunes, mountains, by only playing around with the noise values: scale, offset, contrast.. After countless hours of random experiments, and render with different types of shading, He then focused on the perspective and and the choice of the field of view he would use. He did experiments with isometric, birds eye view, with or without foreshortening, and he ended up using a One-point perspective and a 50mm virtual lens, to guide the audience sight to the center of the piece. The Volcano.. Once the technique was chosen, and played enough with the models, camera, shading, Joanie was so obsessed by the volcano that ruined the residency ( link ), that the narratives and the content for the piece appeared to be quite obvious at that point: the main visual of the piece had to be the volcano, so he modeled a mountain like landscape and got inspired by pictures and videos of the Eyjafjallajökull, and the animations were going to be its story: The early seismic waves that were recorded at Eyjafjöll at the end of 2009 and gradually increased in intensity until on 20 March 2010, the first small eruption(rated as a 1 on the Volcanic Explosivity Index. Beginning on 14 April 2010, the eruption entered a second phase and created an ash cloud that led to the closure of most of Europe's IFR airspace from 15 until 20 April 2010. Consequently, a very high proportion of flights within, to, and from Europe were cancelled, creating the highest level of air travel disruption since the Second World War. (source wikipedia). Joanie describes the end of the piece as a bit more abstract and futuristic, with waves of light going through the wireframe soil and the volcano. Unfortunately Sleeparchive couldn't come due to the flight cancellations + Visa problems, so he ended up working with field recordings of the eruption, and an beautiful track from Robert henke (monolake). At the end, the project is a dual 1920x1080 projection, running at 30fps and produced with cinema4D. The piece has then been edited with Vegas 10, encoded in a GPU friendly codec and screened through a custom patch made with vvvv. The Future.. Considering the constraints, the project was developed only under a few days, and even if it has evolved since then. Joanie describes the next steps to screen the piece at 60 frames per second, and ultimately at 120fps, to reinforce the realistic aspect of the projection. He is slowly moving from classic production to realtime tools, and the idea is to turn the piece into a full realtime patch (with physics and multiple point light shaders), "so it might then be possible to screen a new version of the piece actually being mapped onto a real erupting volcano, when the right projectors becomes available". =] Thanks Joanie. EYJAFJALLAJÖKULL is currently on display at China Millennium Monument Museum of Digital Arts - curated by onedotzero. Project Page | AntiVJ | onedotzerox Previously on CAN: AntiVJ [Profile, openFrameworks, Processing] - "projected […]
- Night Lights [openFrameworks] YesYesNo teamed up with The Church, Inside Out Productions and Electric Canvas to turn the Auckland Ferry Building into an interactive playground. Team's job was to create an installation that would go beyond projection on buildings and allow viewers to become performers, by taking their body movements and amplifying them 5 stories tall. The team used 3 different types of interaction - body interaction on the two stages, hand interaction above a light table, and phone interaction with the tracking of waving phones. There were 6 scenes, cycled every hour for the public. For more information see project page on YesYesNo Interaction Design and Software: Joel Gethin Lewis, Zach Lieberman, Pete Hellicar, Kyle McDonald, Todd Vanderlin w/ Daito Manabe sound […]
- AI Controller [iPad] Created by Aircord lab team, same group behind the mobile runner app we wrote about few months back, AI Controller is an iPad application designed to control Box2D physics engine projected onto a building. Controlled by OSC to a openFrameworks desktop application projecting the image, windows layout is mapped to the iPad oF application where you can drag the particles and adjust colour of the projected image. See movie below for demo... (Thanks […]
- Mo Money Mo Problems [openFrameworks] Created by Nick Hardeman, these images are generated by evaluating and interpreting the 1997 music video "Mo Money Mo Problems" from the first disc of the Notorious B.I.G. album, Life After Death. The algorithm detects edges in the image and attempts to trace motion from frame to frame, using the initial frame as their starting point. The output is rendered as a vector image, the curves represent the motion. The points represent the pixels detected in the edge, their size determined by the distance from their previous location, the further, the larger the circle. The color and location of the points are determined by the corresponding pixel in that frame. The bright colored track suits worn by Puff Daddy and Mase in the dark backgrounds make for good tracking and nice color combinations. The only imagery added manually is the background color. You can check out some more renders in the Mo Money Mo Problems photoset on flickr. Nick Hardeman was born and raised in Miami, FL and grew up studying fine art. He received a BFA in graphic design from Florida State University in 2006. He then worked as a Flash web developer in Miami, FL at WA007. He is currently living in New York, NY and is pursuing a MFA in Design and Technology from Parsons The New School for Design and is expected to graduate in […]
- Dokfest Forest Identity [Processing] For the 26th edition of the Kassel Documentary Film and Video Festival, FIELD designed an identity based on the festival's film submission database. Set in a thick and obscure forest like the wooded surroundings of Kassel, the colourful spheres form a sculptural representation of the programme – each of them represents a film, video, or installation work shown at the festival. A unique structure emerges from the forest when hundreds of these individual objects come together – like the festival brings together artists and visitors from all over the world, regional talent and established filmmakers, professionals and interested locals. Each film is represented by a sphere, with the size showing the length of the work. When two films coincide in all 3 parameters, meaning their spheres would sit in the same position, they cluster around this position like grapes on a vine. A generative colour palette assigns a unique shade to each represented work, which it keeps throughout all diagrams. The forest in the images was rendered using luxrender and took about 8 hours on a large amazon ec2 instance. Geometry was generated in a custom Processing application and then imported into Blender. See images below + make sure you visit field.io for more wonderful work by the London based studio. For more great Processing projects on CAN, see […]
- Onion Skin by AntiVJ – Re-composition of time and space using perspective Created by Olivier Ratsi, an artist on the ANTIVJ visual label, Onion Skin is a new immersive installation comprised of two walls, positioned at right angles and augmented by a projection and a 5.1 sound […]
- Interactive Wall at UD [openFrameworks, Kinect] Few months ago Flightphase were brought to this project by HUSH Studios as an Art and Technology Director to create, in collaboration with HUSH and 160over90, the image-based responsive environment at the University of Dayton. The 36-foot wall at the admissions center was to become an interactive attractor for the prospective students and their families. The result is an engaging live surface driven by simple elements beautifully choreographed. The project evolved from a basic element, the cube, used as a mechanism to both animate the screen and show videos. Cube, also being the visual language of UD cubes were used in their orthographic projections, no camera, no lighting, and frequently rendering one of the faces of the cubes with the same color as the background. Each face of each cube is rendered with a single color, but this color changes depending on the faces's angle to the camera. The color is picked from pre-designed image gradient that constitutes a palette. Altogether, the entire field of cubes, with how they overlap and with the negative-space shapes formed between the cubes, created an opportunity to create a variety of looks and patterns giving more more structural and dimensional appearance that could 'open up', rather than just being on the surface of the wall. The fields of cubes were then animated with waves of activity. The designed Affectors start small and grow to their final size as they travel around. The longer the cube has been under the effect of the Affector, the more it is influenced by it. The gestural interaction is driven by 4 Kinect cameras, embedded in the ceiling in front of the wall providing viewer's presence and movement. The software was built using openFrameworks. For video tracking the team used a modified version of TSPS (Toolkit for Tracking People in Spaces). 2 Mac Minis were used to get input from the Kinect cameras — each Mac Mini running the TSPS app blending the input from two Kinects, and sending the contour information over to the Mac tower. More details about the process with great insight into resolving both mapping and blending is available in the form of a case study on Flightphase's website. Client: University of Dayton, Agency: 160over90, Production Company: HUSH, Art & Technology Director: Flightphase FLightphase credits: Creative Direction, Interaction Design, Bespoke Software Design Creative Direction/Design: Karolina Sobecka, Technical Direction: James George, Jeff Crouse, Lead Sofware Development: Jeff Crouse, Additional Software Development: Caleb Johnston Project Page Flightphase is an art and design studio based in Brooklyn. We are dedicated to creating work that is engaging and evocative, creating a unique design and format solution for any challenge. We develop a variety of art and commercial projects, embracing emerging technologies, interactivity and new media as well as all the traditional tools of creative expression from pencils to film to product […]
- ScreenLab 0×02 – Exploring new modes of perception Last December 3 artists were working at The University of Salford, as part of the ScreenLab artist in residence initiative by Elliot Woods and Kit Turner. The initiative aims to explore modes of perception and interaction under the theme 'Future of Broadcast'. The invited artists, Kyle McDonald (USA), Joanie Lemercier (France) and Joel Gethin Lewis (UK) spent over 2 weeks developing open source tools and methods for future students and artists (on and off campus) to remix and re-use. This process also included contributions from a group of talented on-campus students within the arts and art-technology crossover and students who were involved with not in learning, but also in the creation of new digital media techniques. Two teams were formed, overseen and supported by the events' co-curator and participant Elliot Woods. Using the 'Octave', a state of the art virtual reality suite, Joanie Lemercier and Kyle McDonald inspired by the 360 B.C., philosopher Plato, worked on a project that evolves around four classical elements -- earth, air, water and fire which take the geometric form of four regular, convex polyhedrons in the immersive virtual reality environment. At the University of Salford's new campus, the new MediaCityUK building, Joel Gethin Lewis was investigating low light photography with the help of the photographer Richard Meftah. In collaboration with Sunjoy Prabakaran also, he worked on how one can simulate light beam effects on large scale projections, and how they can be controlled interactively, in real time. The long-term results of this residency are a collection of ideas, fragments of code and new techniques created to explore the implications of new modes of perception. Kyle McDonald & Joanie Lemercier - Aether The piece by Joanie Lemercier and Kyle McDonald celebrated the five Platonic solids in an unusually immersive virtual reality environment: a space where, without geometric primitives, there would be nothing. Using 14 projectors mapped in a CAVE, with head tracking, projection mapping, stereo 3d, motion capture, and wave field synthesis, an absorbing audiovisual space is presented for explored by a single visitor. While interfacing with the CAVE proved challenging, the duo created a number of varied outputs all revolving around the theme described above. DepthAO Inspired by Joanie's use of ambient occlusion and other high level shader effects in vvvv, Kyle tried imitating some of Joanie's look with OF. This example was a quick test of a technique for creating ambient occlusion on a landscape by simply taking a high pass filter on the depth map. While combining the ambient occlusion effect with directional lighting, Kyle accidentally created a bug that caused the landscape to look like internally illuminated clouds. InfiniteTunnel This is the initial version of a transition effect that structurally imitates some of the classic "outer space", "wormhole" transitions from sci-fi films. Kyle left this version in a really simplified state in order to explain the principle of how the tunnel is generated. Meteorite This quick sketch was meant to be used as an element within one of the scenes where pyramidal meteorites rain down from above. It is directly based on a sketch in Joanie's sketchbook that they both liked. OctaveAudioControl Part of the installation interfaces with the wave field synthesis system to create a spatial soundscape. This app that was only used during testing, but not used in the final piece. It allowed the team to position a point in space and the sound would adjust accordingly. If more than one person were located in space, as shown in this screenshot, the sound would also adjust accordingly. Likewise the source of sound could be moved around the space so the person occupying the space could "feel" where the sound was coming from. OctaveMesh During the residency Kyle took a few hours to make a detailed model of the space in sketchup that they could use both for checking their calibration and as an asset allowing them to create the illusion that the physical space is "melting away". The mesh was tested in OF just to make sure the Collada file was well structured. One of the segments of the final presentation uses this space mesh, making an overlap between the real and virtual. Since one can not see the structure behind the projection screens, when person was positioned in the virtual space the structure of Octave would dissolve into the wireframe model. PlyLoader This sketch was initially meant to be used as a generic vvvv node for loading simple 3d .ply files, but it turned into an app for drawing Platonic solids as efficiently as possible. RandomMesh This was one of the main effects they were planning on using in multiple scenes. They built custom slippers that were motion captured using the Vicon system (with ofxVicon), and every time the slippers would pass a horizontally oriented "ground plane" it would trigger a "drop" in the floor, causing ripples to spread across the surface. They were planning on physically augmenting the floor with electrical tape in order to get clear projection-mapped lines augmented by simple shaded surfaces, but they weren't able to test this in time. RippleEffect The foundation of the RandomMesh look can be found in the height map that is generated using this simple old-school ripple effect. TunnelTransition This is the evolution of InfiniteTunnel, and contains a number of interesting parameters that were tweaked by hand to develop some unique "looks" for transitions from the main space into each of the scenes. One of the more interesting pieces of this code is how the camera movement is controlled to create a sensation of flying along the general path of the tunnel without being stuck to it as rigidly as in InfiniteTunnel. TestPattern While calibrating the space, we needed a simple test pattern to project that would help them align the projectors. This app was meant to accomplish that, but they used vvvv instead. RandomSteps Before they had Vicon data for RandomMesh, they needed fake "step" data to test the scene. RandomSteps created this data. AetherBridge This Processing sketch is the backbone of the audio control. It glues together Ableton Live, vvvv and the wave field synthesis system using a combination of OSC, Midi and UDP, allowing all three applications to talk to each other. -- Joel Gethin Lewis Joel says he has always been most comfortable in the dark - "I'm definitely a night person. I must have spent days at home looking at the ceiling, watching reflected car headlights arcing over the ceiling of my bedroom. On the road I love to black out my room, leaving only small gaps to allow beams to arc across the rear wall. Drifting off to sleep to dream of Priss, Ripley and other worlds created by my cinematic hero, Ridley Scott" The resulting work came in the form of two installations. Portals Portals allows for the mapping of horiztonal beams onto a body in real time - face, chest and crotch. The project uses a Kinect as gestural input. Rather than focusing on the digital as being the final output of this installation, the final output is created through the use of traditional photography, exploring the concepts of low lighting. The new device, created using openFrameworks acts as an interface to move and manipulate light in the space. Gateway Gateway allows for the gestural control of vertical beams of light via the Kinect. As the person stands in front of the projection, they are able to reposition the light-beam using gestural movements. Waving your hands to the left would move the vertical light beams to the left. Joel has made commented code available for download from github (see links below) as well as describing some of the steps taken to create these two installations. ScreenLab002 26/11/2012 ScreenLab002 UoS-WLAN ##REMOVED## username: AAA12778 pass: usual Going through a bunch of the examples... advanced3dExample cameraParentingExample cameraRibbonExample easyCamExample meshFromCamera modelNoiseExample normalsExample ofBoxExample orientationExample pointCloudExample pointPickerExample QuaternionArcballExample QuaternionLatLongExample first.. advanced3dExample - cameras, some lighting and the like... cameraParentingExample - cameras, following.. cameraRibbonExample - leaving and trail and watching it... easyCamExample - easy camera, with camera mouse interaction built in meshFromCamera - mesh from the webcam, adding vertices modelNoiseExample - model distortion using for(int i = 0; i < verts.size(); i++){ verts[i].x += ofSignedNoise(verts[i].x/liquidness, verts[i].y/liquidness,verts[i].z/liquidness, ofGetElapsedTimef()/speedDampen)*amplitude; verts[i].y += ofSignedNoise(verts[i].z/liquidness, verts[i].x/liquidness,verts[i].y/liquidness, ofGetElapsedTimef()/speedDampen)*amplitude; verts[i].z += ofSignedNoise(verts[i].y/liquidness, verts[i].z/liquidness,verts[i].x/liquidness, ofGetElapsedTimef()/speedDampen)*amplitude; } normalsExample - setting normals for things to show proper shading, seems broken ofBoxExample - lots of boxes, using noise for position and the like orientationExample - using quaterions to get the right position of orientation pointCloudExample - point cloud of face from alpha values of png // we're going to load a ton of points into an ofMesh mesh.setMode(OF_PRIMITIVE_POINTS); // loop through the image in the x and y axes int skip = 4; // load a subset of the points for(int y = 0; y < img.getHeight(); y += skip) { for(int x = 0; x < img.getWidth(); x += skip) { ofColor cur = img.getColor(x, y); if(cur.a > 0) { // the alpha value encodes depth, let's remap it to a good depth range float z = ofMap(cur.a, 0, 255, -300, 300); cur.a = 255; mesh.addColor(cur); ofVec3f pos(x, y, z); mesh.addVertex(pos); } } } enum ofPrimitiveMode{ OF_PRIMITIVE_TRIANGLES, OF_PRIMITIVE_TRIANGLE_STRIP, OF_PRIMITIVE_TRIANGLE_FAN, OF_PRIMITIVE_LINES, OF_PRIMITIVE_LINE_STRIP, OF_PRIMITIVE_LINE_LOOP, OF_PRIMITIVE_POINTS }; pointPickerExample - picking points on a bunny, and importing a ply file http://en.wikipedia.org/wiki/PLY_(file_format) int n = mesh.getNumVertices(); float nearestDistance = 0; ofVec2f nearestVertex; int nearestIndex; ofVec2f mouse(mouseX, mouseY); for(int i = 0; i < n; i++) { ofVec3f cur = cam.worldToScreen(mesh.getVertex(i)); float distance = cur.distance(mouse); if(i == 0 || distance < nearestDistance) { nearestDistance = distance; nearestVertex = cur; nearestIndex = i; } } QuaternionArcballExample * Quaternion Example for rotating a sphere as an arcball * Dragging the mouse up down left right to apply an intuitive rotation to an object. QuaternionLatLongExample City newyork = { "new york", 40+47/60., -73 + 58/60. }; typedef struct { string name; float latitude; float longitude; } City; for(int i = 0; i < cities.size(); i++){ //three rotations //two to represent the latitude and lontitude of the city //a third so that it spins along with the spinning sphere ofQuaternion latRot, longRot, spinQuat; latRot.makeRotate(cities[i].latitude, 1, 0, 0); longRot.makeRotate(cities[i].longitude, 0, 1, 0); spinQuat.makeRotate(ofGetFrameNum(), 0, 1, 0); //our starting point is 0,0, on the surface of our sphere, this is where the meridian and equator meet ofVec3f center = ofVec3f(0,0,300); //multiplying a quat with another quat combines their rotations into one quat //multiplying a quat to a vector applies the quat's rotation to that vector //so to to generate our point on the sphere, multiply all of our quaternions together then multiple the centery by the combined rotation ofVec3f worldPoint = latRot * longRot * spinQuat * center; //draw it and label it ofLine(ofVec3f(0,0,0), worldPoint); //set the bitmap text mode billboard so the points show up correctly in 3d ofDrawBitmapString(cities[i].name, worldPoint ); } ofPopMatrix(); OK all the events examples now.... advancedEventsExample - advanced int and float events customEventExample - todd made a bunch of custom events for a bug bullet game bool testApp::shouldRemoveBullet(Bullet &b) { if(b.bRemove) return true; bool bRemove = false; // get the rectangle of the OF world ofRectangle rec = ofGetCurrentViewport(); // check if the bullet is inside the world if(rec.inside(b.pos) == false) { bRemove = true; } return bRemove; } custom removal function - // check if we want to remove the bullet ofRemove(bullets, shouldRemoveBullet); static bool shouldRemoveBullet(Bullet &b); eventsExample - has nice drag and drop events too simpleTimer - has a nice progress bar OK ALL the gl examples now alphaMaskingShaderExample string shaderProgram = "#version 120\n \ #extension GL_ARB_texture_rectangle : enable\n \ \ uniform sampler2DRect tex0;\ uniform sampler2DRect maskTex;\ \ void main (void){\ vec2 pos = gl_TexCoord[0].st;\ \ vec3 src = texture2DRect(tex0, pos).rgb;\ float mask = texture2DRect(maskTex, pos).r;\ \ gl_FragColor = vec4( src , mask);\ }"; shader.setupShaderFromSource(GL_FRAGMENT_SHADER, shaderProgram); shader.linkProgram(); // Let´s clear the FBO´s // otherwise it will bring some junk with it from the memory maskFbo.begin(); ofClear(0,0,0,255); maskFbo.end(); fbo.begin(); ofClear(0,0,0,255); fbo.end(); and then //-------------------------------------------------------------- void testApp::update(){ // MASK (frame buffer object) // maskFbo.begin(); if (bBrushDown){ brushImg.draw(mouseX-25,mouseY-25,50,50); } maskFbo.end(); // HERE the shader-masking happends // fbo.begin(); // Cleaning everthing with alpha mask on 0 in order to make it transparent for default ofClear(0, 0, 0, 0); shader.begin(); shader.setUniformTexture("maskTex", maskFbo.getTextureReference(), 1 ); srcImg.draw(0,0); shader.end(); fbo.end(); } //-------------------------------------------------------------- void testApp::draw(){ ofSetColor(255,255); dstImg.draw(0,0); fbo.draw(0,0); ofDrawBitmapString("Drag the Mouse to draw", 15,15); ofDrawBitmapString("Press spacebar to clear", 15, 30); } billboardExample lots of bubbles on screens using: float billboardSizeTarget[NUM_BILLBOARDS]; ofShader billboardShader; ofImage texture; ofVboMesh billboards; ofVec3f billboardVels[NUM_BILLBOARDS]; using a shader and vbo too //-------------------------------------------------------------- void testApp::update() { float t = (ofGetElapsedTimef()) * 0.9f; float div = 250.0; for (int i=0; i<NUM_BILLBOARDS; i++) { // noise ofVec3f vec(ofSignedNoise(t, billboards.getVertex(i).y/div, billboards.getVertex(i).z/div), ofSignedNoise(billboards.getVertex(i).x/div, t, billboards.getVertex(i).z/div), ofSignedNoise(billboards.getVertex(i).x/div, billboards.getVertex(i).y/div, t)); vec *= 10 * ofGetLastFrameTime(); billboardVels[i] += vec; billboards.getVertices()[i] += billboardVels[i]; billboardVels[i] *= 0.94f; billboards.setNormal(i,ofVec3f(12 + billboardSizeTarget[i] * ofNoise(t+i),0,0)); } // move the camera around float mx = (float)mouseX/(float)ofGetWidth(); float my = (float)mouseY/(float)ofGetHeight(); ofVec3f des(mx * 360.0, my * 360.0, 0); cameraRotation += (des-cameraRotation) * 0.03; zoom += (zoomTarget - zoom) * 0.03; } //-------------------------------------------------------------- void testApp::draw() { ofBackgroundGradient(ofColor(255), ofColor(230, 240, 255)); string info = ofToString(ofGetFrameRate(), 2)+"\n"; info += "Particle Count: "+ofToString(NUM_BILLBOARDS); ofDrawBitmapStringHighlight(info, 30, 30); ofSetColor(255); ofPushMatrix(); ofTranslate(ofGetWidth()/2, ofGetHeight()/2, zoom); ofRotate(cameraRotation.x, 1, 0, 0); ofRotate(cameraRotation.y, 0, 1, 0); ofRotate(cameraRotation.y, 0, 0, 1); // bind the shader so that we can change the // size of the points via the vert shader billboardShader.begin(); ofEnablePointSprites(); texture.getTextureReference().bind(); billboards.draw(); texture.getTextureReference().unbind(); ofDisablePointSprites(); billboardShader.end(); ofPopMatrix(); } billboardRotationExample similar, this time with rotation for snow flakes fboTrailsExample does drawing into FBO's, floating and integer versions //allocate our fbos. //providing the dimensions and the format for the, rgbaFbo.allocate(400, 400, GL_RGBA); // with alpha, 8 bits red, 8 bits green, 8 bits blue, 8 bits alpha, from 0 to 255 in 256 steps rgbaFboFloat.allocate(400, 400, GL_RGBA32F_ARB); // with alpha, 32 bits red, 32 bits green, 32 bits blue, 32 bits alpha, from 0 to 1 in 'infinite' steps // we can also define the fbo with ofFbo::Settings. // this allows us so set more advanced options the width (400), the height (200) and the internal format like this /* ofFbo::Settings s; s.width = 400; s.height = 200; s.internalformat = GL_RGBA; s.useDepth = true; // and assigning this values to the fbo like this: rgbFbo.allocate(s); */ geometryShaderExample http://en.wikipedia.org/wiki/Shader#Geometry_shaders Geometry shaders Geometry shaders are a relatively new type of shader, introduced in Direct3D 10 and OpenGL 3.2; formerly available in OpenGL 2.0+ with the use of extensions.[2] This type of shader can generate new graphics primitives, such as points, lines, and triangles, from those primitives that were sent to the beginning of the graphics pipeline.[3] Geometry shader programs are executed after vertex shaders. They take as input a whole primitive, possibly with adjacency information. For example, when operating on triangles, the three vertices are the geometry shader's input. The shader can then emit zero or more primitives, which are rasterized and their fragments ultimately passed to a pixel shader. Typical uses of a geometry shader include point sprite generation, geometry tessellation, shadow volume extrusion, and single pass rendering to a cube map. A typical real world example of the benefits of geometry shaders would be automatic mesh complexity modification. A series of line strips representing control points for a curve are passed to the geometry shader and depending on the complexity required the shader can automatically generate extra lines each of which provides a better approximation of a curve. glInfoExample give gl info... GPUparticleSystemExample * summary:Example of how to use GPU for data processing. The data it´s going to be stored * on the color channels of the FBO´s textures. In this case we are going to use just * RED and GREEN channels on two textures. One for the position and the other one for * the velocity. For updating the informacion of those textures we are going to use * two FBO´s for each type of information. This pair of FBO will pass the information * from one to other in a techninc call PingPong. * After updating this information, we are going to use the textures allocated on GPU memory * for moving some vertex and then multiplied them in order to make little frames that hold * a texture of a spark of light. multiLightExample SETUP // Point lights emit light in all directions // // set the diffuse color, color reflected from the light source // pointLight.setDiffuseColor( ofColor(0.f, 255.f, 0.f)); // specular color, the highlight/shininess color // pointLight.setSpecularColor( ofColor(255.f, 255.f, 0.f)); pointLight.setPointLight(); spotLight.setDiffuseColor( ofColor(255.f, 0.f, 0.f)); spotLight.setSpecularColor( ofColor(255.f, 255.f, 255.f)); // turn the light into spotLight, emit a cone of light // spotLight.setSpotlight(); // size of the cone of emitted light, angle between light axis and side of cone // // angle range between 0 - 90 in degrees // spotLight.setSpotlightCutOff( 50 ); // rate of falloff, illumitation decreases as the angle from the cone axis increases // // range 0 - 128, zero is even illumination, 128 is max falloff // spotLight.setSpotConcentration( 45 ); // Directional Lights emit light based on their orientation, regardless of their position // directionalLight.setDiffuseColor(ofColor(0.f, 0.f, 255.f)); directionalLight.setSpecularColor(ofColor(255.f, 255.f, 255.f)); directionalLight.setDirectional(); think I am going to need spotlights, I believe DRAW // enable lighting // ofEnableLighting(); // enable the material, so that it applies to all 3D objects before material.end() call // material.begin(); // activate the lights // if (bPointLight) pointLight.enable(); if (bSpotLight) spotLight.enable(); if (bDirLight) directionalLight.enable(); // grab the texture reference and bind it // // this will apply the texture to all drawing (vertex) calls before unbind() // if(bUseTexture) ofLogoImage.getTextureReference().bind(); ofSetColor(255, 255, 255, 255); ofPushMatrix(); ofTranslate(center.x, center.y, center.z-300); ofRotate(ofGetElapsedTimef() * .8 * RAD_TO_DEG, 0, 1, 0); ofSphere( 0,0,0, radius); ofPopMatrix(); ofPushMatrix(); ofTranslate(300, 300, cos(ofGetElapsedTimef()*1.4) * 300.f); ofRotate(ofGetElapsedTimef()*.6 * RAD_TO_DEG, 1, 0, 0); ofRotate(ofGetElapsedTimef()*.8 * RAD_TO_DEG, 0, 1, 0); ofBox(0, 0, 0, 60); ofPopMatrix(); ofPushMatrix(); ofTranslate(center.x, center.y, -900); ofRotate(ofGetElapsedTimef() * .2 * RAD_TO_DEG, 0, 1, 0); ofBox( 0, 0, 0, 850); ofPopMatrix(); if(bUseTexture) ofLogoImage.getTextureReference().unbind(); if (!bPointLight) pointLight.disable(); if (!bSpotLight) spotLight.disable(); if (!bDirLight) directionalLight.disable(); material.end(); // turn off lighting // ofDisableLighting(); multiTextureShaderExample using a shader to blend several textures string shaderProgram = STRINGIFY( uniform sampler2DRect tex0; uniform sampler2DRect tex1; uniform sampler2DRect tex2; uniform sampler2DRect maskTex; void main (void){ vec2 pos = gl_TexCoord[0].st; vec4 rTxt = texture2DRect(tex0, pos); vec4 gTxt = texture2DRect(tex1, pos); vec4 bTxt = texture2DRect(tex2, pos); vec4 mask = texture2DRect(maskTex, pos); vec4 color = vec4(0,0,0,0); color = mix(color, rTxt, mask.r ); color = mix(color, gTxt, mask.g ); color = mix(color, bTxt, mask.b ); gl_FragColor = color; } ); shader.setupShaderFromSource(GL_FRAGMENT_SHADER, shaderProgram); shader.linkProgram(); pointsAsTextures using shader and blending of points to make pretty blobs of colour shaderExample uses a shader to distort some text SETUP shader.load("shaders/noise.vert", "shaders/noise.frag"); DRAW if( doShader ){ shader.begin(); //we want to pass in some varrying values to animate our type / color shader.setUniform1f("timeValX", ofGetElapsedTimef() * 0.1 ); shader.setUniform1f("timeValY", -ofGetElapsedTimef() * 0.18 ); //we also pass in the mouse position //we have to transform the coords to what the shader is expecting which is 0,0 in the center and y axis flipped. shader.setUniform2f("mouse", mouseX - ofGetWidth()/2, ofGetHeight()/2-mouseY ); } //finally draw our text font.drawStringAsShapes("openFrameworks", 90, 260); if( doShader ){ shader.end(); } singleLightExample multiple spheres, with a point light (emits in all directions) slowFastRendering three different ways of rendering: // draw the points the slow way if(mode == 1) { ofSetColor(255); glBegin(GL_POINTS); for (int i=0; i<points.size(); i++) { glVertex2f(points[i].x, points[i].y); } glEnd(); } // a bit faster else if(mode == 2) { ofSetColor(255); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_FLOAT, 0, &points[0].x); glDrawArrays(GL_POINTS, 0, (int)points.size()); glDisableClientState(GL_VERTEX_ARRAY); } // super fast (vbo) else if(mode == 3) { ofSetColor(255); vbo.setVertexData(&points[0], (int)points.size(), GL_DYNAMIC_DRAW); vbo.draw(GL_POINTS, 0, (int)points.size()); } textureExample textures and blending different types of textures textureScreengrabExample grabbing screen into texture //-------------------------------------------------------------- void testApp::draw(){ // 1st, draw on screen: ofSetHexColor(0x66CC33); ofRect(100,100,300,300); ofSetHexColor(0xffffff); glPushMatrix(); glTranslatef(200,200,0); glRotatef(counter,0,0,1); ofCircle(0,0,80); ofCircle(100,0,10); // a small one glPopMatrix(); ofSetHexColor(0x333333); ofDrawBitmapString("(a) on screen", 150,200); ofSetHexColor(0xFFCC33); ofCircle(mouseX, mouseY,20); // 2nd, grab a portion of the screen into a texture // this is quicker then grabbing into an ofImage // because the transfer is done in the graphics card // as opposed to bringing pixels back to memory // note: you need to allocate the texture to the right size texScreen.loadScreenData(100,100,300,300); // finally, draw that texture on screen, how ever you want // (note: you can even draw the texture before you call loadScreenData, // in order to make some trails or feedback type effects) glPushMatrix(); ofSetHexColor(0xffffff); glTranslatef(550,300,0); //glRotatef(counter, 0.1f, 0.03f, 0); float width = 200 + 100 * sin(counter/200.0f); float height = 200 + 100 * sin(counter/200.0f);; texScreen.draw(-width/2,-height/2,width,height); glPopMatrix(); glPushMatrix(); ofSetHexColor(0xffffff); glTranslatef(700,210,0); glRotatef(counter, 0.1f, 0.03f, 0); texScreen.draw(-50,-50,100,100); glPopMatrix(); ofSetHexColor(0x333333); ofDrawBitmapString("(b) in a texture, very meta!", 500,200); } vboExample /* This code demonstrates the difference between using an ofMesh and an ofVboMesh. The ofMesh is uploaded to the GPU once per frame, while the ofVboMesh is uploaded once. This makes it much faster to draw multiple copies of an ofVboMesh than multiple copies of an ofMesh. */ viewportExample // Viewports are useful for when you want // to display different items of content // within their own 'window'. // // Viewports are similar to 'ofTranslate(x,y)' // in that they move your drawing to happen // in a different location. But they also // constrain the drawing so that it is masked // to the rectangle of the viewport. // // // When working with viewports you should // also be careful about your transform matrices. // ofSetupScreen() is your friend. // Also camera.begin() will setup relevant transform // matrices. OK ALL THE MATH EXAMPLES NOW noise1dExample lovely pretty, 1D noise example - use for triggering pulses of light - from Golan noise1dOctaveExample more lovely pretty, this time with octaves noiseField2dExample /* This example demonstrates how to use a two dimensional slice of a three dimensional noise field to guide particles that are flying around. It was originally based on the idea of simulating "pollen" being blown around by the wind, and implemented in the Processing: http://www.openprocessing.org/visuals/?visualID=2785 */ #include "testApp.h" /* All these settings control the behavior of the app. In general it's a better idea to keep variables in the .h file, but this makes it easy to set them at the same time you declare them. */ int nPoints = 4096; // points to draw float complexity = 6; // wind complexity float pollenMass = .8; // pollen mass float timeSpeed = .02; // wind variation speed float phase = TWO_PI; // separate u-noise from v-noise float windSpeed = 40; // wind vector magnitude for debug int step = 10; // spatial sampling rate for debug bool debugMode = false; /* This is the magic method that samples a 2d slice of the 3d noise field. When you call this method with a position, it returns a direction (a 2d vector). The trick behind this method is that the u,v values for the field are taken from out-of-phase slices in the first dimension: t + phase for the u, and t - phase for the v. */ particlesExample four kinds of particles enum particleMode{ PARTICLE_MODE_ATTRACT = 0, PARTICLE_MODE_REPEL, PARTICLE_MODE_NEAREST_POINTS, PARTICLE_MODE_NOISE }; snow, repel, attract, attract to four points periodicSignalsExample ofDrawBitmapString("constant",ofGetWidth()-160,60*2-4); ofDrawBitmapString("ofNoise(t)",ofGetWidth()-160,60*3-4); ofDrawBitmapString("ofSignedNoise(t)",ofGetWidth()-160,60*4-4); ofDrawBitmapString("ofRandom(-1,1)",ofGetWidth()-160,60*5-4); ofDrawBitmapString("sin(TWO_PI*t)",ofGetWidth()-160,60*6-4); ofDrawBitmapString("(sin(TWO_PI*t)+1)/2",ofGetWidth()-160,60*7-4); ofDrawBitmapString("modulo(t,1)",ofGetWidth()-160,60*8-4); ofDrawBitmapString("modulo(t,1)*2-1",ofGetWidth()-160,60*9-4); mmmmm lovely different signals.... trigonometricMotionExample using oscillators to make motion... trigonometryExample trig example, not so pretty, but good deg/rad comparison vectorMathExample rotating in 3D and the like.... FIRST IDEA TO TRY BEAMS OF LIGHT ON THE INSIDE OF A CUBE WITH A HOLE IN IT, beams of light are triggered on voice, or on 1D noise for triggering? need to be able to do logical operations with a cube? to make a lit? https://github.com/elliotwoods/ofxRay might be interesting Elliot recommends use of https://github.com/elliotwoods/ofxGrabCam for camera, I agree 27/11/2012 so lets think about geometry operations... https://github.com/roxlu/ofxGeometry from roxlu https://github.com/paulobala/ofxCarveCSG https://vimeo.com/47096148 Joshua Noble did a bunch of stuff with: 404'd now: https://github.com/joshuajnoble/ofxVCGLib "I ran into a ton of similar problems with VCG, also around the operations as well. IIRC all the boolean operations were really weird and were so heavily templated that they wouldn't compile under GCC. I haven't looked at it in a while but I could revisit it and dig up my old repo if I can find it in the depths of my hard-drive. Just glancing at the repo it seems like they've been updating it again too, which was a big concern of mine b/c when I was working with it the last commit was 2007-ish or something like that." VCG is part of http://meshlab.sourceforge.net/ kyle started working on it in the first place! : http://forum.openframeworks.cc/index.php/topic,5954.0.html "on: April 14, 2011, 08:09:36 AM » Quote vcglib is the brains behind meshlab http://vcg.sourceforge.net/index.php/Main_Page http://meshlab.sourceforge.net/ i'm interested in doing some meshlab-style processing (mainly simplification, point cloud alignment, and maybe mesh zippering). has anyone worked with vcglib and OF? the closest thing i've seen to this is some work with cgal discussed elsewhere on the forum: http://forum.openframeworks.cc/index.php/topic,547.0.html" Downloading MeshLab.... Downloading https://github.com/paulobala/ofxCarveCSG Downloading https://github.com/roxlu/ofxGeometry Carve CSG: http://carve-csg.com/ Source here: http://code.google.com/p/carve/ ofxCarveCSG seems good... found and downloaded the source for Carve CSG got ofxCarveCSG here: /Users/joel/Documents/Projects/jgl/screenlab002_2012/oF/of_v0073_osx_release/apps/ofxCarveCSG/ofxCarveCSGDemoFromSource now for roxlu... all uses http://gts.sourceforge.net/samples.html http://gts.sourceforge.net/index.html "GTS stands for the GNU Triangulated Surface Library. It is an Open Source Free Software Library intended to provide a set of useful functions to deal with 3D surfaces meshed with interconnected triangles. The source code is available free of charge under the Free Software LGPL license. The code is written entirely in C with an object-oriented approach based mostly on the design of GTK+. Careful attention is paid to performance related issues as the initial goal of GTS is to provide a simple and efficient library to scientists dealing with 3D computational surface meshes." that works, got the bunny.... sticking everything up on the walls and labelling... TOOK EVERYBODY through it Philip-Lorca DiCorcia photograph reference got 1.2L 85MM canon Canon EF 85mm f/1.2L II USM got down to planning in analogue sense, and digital slits and lights behind going upstairs to the project room to try some things out.... Added Priss reference too... DID SOME PHOTO SHOOTS....... test... my eyes hurt, but it looks good Richard Meftah and Jason Wright are the boys helping me out.... http://www.youtube.com/watch?v=XVO9UoV-0oo 1400 on Friday is the meet up Elliot Woods showed me his shadow example... I think I should write a 1D noise triggered vertical lines accross the screen demo, so I can control it in oF, with pausing and the like http://www.tumblr.com/blog/screenlabseries is where I am posting everything... ofxMPMFluid got that working... 28/11/2012 get some shadows going! basic first with oF lights and https://github.com/elliotwoods/openFrameworks/tree/feature-shadowExample/examples/gl/shadowMapExample and ask for more advice from the boys... also scotch tape hack for kinect for IR camera... video refernce from Jason? http://www.youtube.com/watch?v=XK8KXcyG5E4l Back in the room, after VAT fun. (-; trying lampl1ght as a password, not working So, three things to do this afternoon. 1. Try ofLight with a slit in space. 2. Try moving the ofLights past the slit in space according to 1D noise? 3. Try elliots shadow map example 4. Body track with kinect for portals on eyes breasts and crotch... so lets start with 1. Try ofLight with a slit in space. so first getting ofx grab cam so I can look about... that is here: /Users/joel/Documents/Projects/jgl/screenlab002_2012/oF/of_v0073_osx_release/apps/ofxGrabCam set right click to be two finger click one finger to pan, two fingers to zoom that is just with basic example: ofxGrabCam-example now lets try: "ofxGrabCam-viewportTest" awesome, can make viewports, allowing multiple views onto the same scene with their own interaction and everything.... lets start!±!!!!!! ofLight time..... trying to name it Beam Portal Gateway.... "an opening that can be closed by a gate: we turned into a gateway leading to a small cottage. • a frame or arch built around or over a gate: a big house with a wrought-iron gateway. • a means of access or entry to a place: Mombasa, the gateway to East Africa. • a means of achieving a state or condition: curiosity is the gateway to learning. • Computing a device used to connect two different networks, esp. a connection to the Internet." kit likes it too... go the example ofxGrabCam-viewport test changed the colours to white cubes in black space... dark ones... http://richardmeftah-photography.tumblr.com/ lots of blog images up there... need to make a floor and a rear wall... /Users/joel/Documents/Projects/jgl/screenlab002_2012/oF/of_v0073_osx_release/examples/3d/normalsExample/src has a mesh example... also looking at: /Users/joel/Documents/Projects/jgl/screenlab002_2012/oF/of_v0073_osx_release/examples/gl/multiLightExample for different kinds of lights... think: https://github.com/elliotwoods/ofxRay https://github.com/NickHardeman/ofxBullet https://github.com/elliotwoods/openFrameworks/blob/feature-shadowExample/examples/gl/shadowMapExample/src/testApp.cpp Will be useful.. trying to get lighting to be visible, bugger animation of the lights for now... problems getting anything to display... fiddling around with lights got some things working, now looking at bulllet examples so I don't waste my time... https://github.com/NickHardeman/ofxBullet CustomShapesExample EmptyExample EventsExample JointsExample SimpleExample CustomShapesExample is awesome!!!!!!! lovely for LIGHTING AND CUSTOM SHAPES... ----usussususueusus eventsexample works fine joints is a bit buggy simple example is also good.... very good... this is the way for sure.... OK, now to get the shadowMapExample working before the others arrive... got that working, p to unpause... more images here: http://undergroundfreelancer.com/2012/11/28/screenlabs-uosmediacity/ he is going to send some pics over soon.... the problem with 001fromOfxGrabCam-viewportTest was that the co-ordinates between screen and world space were getting messed up... 29/11/2012 CRIT ambient occulusion global illumination words of power from kyle et al moving the light source away small circle, big circle square on plasma - which is like light box its like the beams are opposite to the softbox on face... beams are spotlight slits face/hero image is ambient occlusion/global.... from EMAIL " Use kinect to control lights And have slit in front. Or car headlights Beam Sent from my iPhone +44 7932 792 076" l4mplight is lamplight connection... sitting down with elliot... first we talked about: http://en.wikipedia.org/wiki/Global_illumination http://www.blender3darchitect.com/2010/01/arion-another-gpu-based-unbiased-render-engine/ Unbiased rendering, which http://en.wikipedia.org/wiki/Unbiased_rendering Indigo is a render engine and cinema 4d too! http://upload.wikimedia.org/wikipedia/commons/a/ab/GermanCountryRoad_by_David_Gudelius.jpg http://www.indigorenderer.com/ BUT i can't use this )-; BUT I can do shadow mapping... Which is rendering the scene from the point of the light and then rendering from the point of view of the cameras... AMBIENT OCCLUSION http://en.wikipedia.org/wiki/Ambient_occlusion SSAO is a realtime method... http://en.wikipedia.org/wiki/Screen_space_ambient_occlusion VVVVV has realtime engine: http://vvvv.org/contribution/mre-multipass-render-engine shadow mapping, ambient occlusion, glow, all for free... SO use his shadow map example and edit it.... put the camera in too for ease of movement... do it all with boxes for now... void testApp::drawFloor(){ float floorSize = 10.f; ofPushMatrix(); //want the floor to be centred x, down and closer to the camera ofTranslate(ofVec3f(0,-floorSize/2.f,-floorSize/2.f)); ofBox(floorSize); ofPopMatrix(); } void testApp::drawWall(){ float wallSize = 10.f; ofPushMatrix(); //want the wall to be centred x, up and further from the camera ofTranslate(ofVec3f(0,wallSize/2.f,wallSize/2.f)); ofBox(wallSize); ofPopMatrix(); } nice... keep going, slits now.... got bits working, but no light. )-; 30/11/2012 /Users/joel/Documents/Projects/jgl/screenlab002_2012/oF/of_v0073_osx_release/apps/shadowMapFromElliotWoods/002shadowMapExampleWithMyScene ofxControlPanel breaks the shader... )-; /Users/joel/Documents/Projects/jgl/screenlab002_2012/oF/of_v0073_osx_release/apps/shadowMapFromElliotWoods/003attemptingToAddControlPanel got the positioning and the second head rendering with the help of elliot, helped him out on rendering accross the screen... ok, so lets try simple slider... /Users/joel/Documents/Projects/jgl/screenlab002_2012/oF/of_v0073_osx_release/apps/shadowMapFromElliotWoods/004usingSimpleSliderInstead breaks it too... )-; one more try! https://github.com/rezaali/ofxUI all in: /Users/joel/Documents/Projects/jgl/screenlab002_2012/oF/of_v0073_osx_release/apps/shadowMapFromElliotWoods/005attemptingToAddofxUI breaks it too! ok, try ofxControlPanel, but with explicit draw worked... gui.draw(); //gui enables alpha.......!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ofDisableAlphaBlending(); http://milkscanner.moviesandbox.net/ interesting reference... try with other guis.... still broken for simple slider... )-; now trying for ofxUI.. works! gonna stick with ofxControlPanel for now as I know it.... /Users/joel/Documents/Projects/jgl/screenlab002_2012/oF/of_v0073_osx_release/apps/screenLab002_Gateway/003disabledAlphaPanelWorks is where I am working now.... got everything set up in the performance room... kicking sound system... Sunjoypraba Sunjoy Prabakaran is helping me - Richard Meftah too.... and http://www.albinomosquito.com/artists/richard-ramchurn/ richard is shooting... so that is working, lets get the kinect going? noooo can make that work any time lets just get going with a load of 1d noise triggered strips of light..... thats easy too, so lets see if the kinect works at all.... https://github.com/gameoverhack/ofxOpenNI lets just try a light under control... damon doing the lights.... over weekend - do 2D flocks of vertical lines, or horizontal ones, all under noise, lovely 2d noise, triggered with a hand from kinect? just a sideways move.... 1. 2D flocks of vertical or horizontal lines controlled by 1D noise and by Kinect hand swipes 2. Kinect Body Tracking of Skeleton, adding horizontal lines at eyes: Maison+Martin+Margiela.jpg - use the user mask to mask out the projected image... got the openni demo working..... one last thing... lets try to get something working with blocks over body... got the silhouette reversed successfully..... need to set up scaling, moving on screen and also skeleton tracking for blocks of white..... 3/12/2012 1. 2D flocks of vertical or horizontal lines controlled by 1D noise and by Kinect hand swipes 2. Kinect Body Tracking of Skeleton, adding horizontal lines at eyes: Maison+Martin+Margiela.jpg - use the user mask to mask out the projected image... /Users/joel/Documents/Projects/jgl/screenlab002_2012/oF/of_v0073_osx_release/examples/math has all the noise examples, but lets just start with vertical beams... { On 2 Dec 2012, at 17:43, Joel Gethin Lewis <email@example.com> wrote: Also have live audio as input. Also have angle of arm as input Also a game flying through tunnel where voice level controls vertical position Sent from my iPhone +44 7932 792 076 On 2 Dec 2012, at 14:51, Joel Gethin Lewis <firstname.lastname@example.com> wrote: Each one as a trigger for pulses Sent from my iPhone +44 7932 792 076 } mystatement {Joel Gethin Lewis Project Statement Gateway I've always been most comfortable in the dark. I'm definitely a night person. I must have spent days at home looking at the ceiling, watching reflected car headlights arcing over the ceiling of my bedroom. On the road I love to black out my room, leaving only small gaps to allow beams to arc across the rear wall. Drifting off to sleep to dream of Priss, Ripley and other worlds created by my cinematic hero, Ridley Scott. For my residency at ScreenLab 0x002 I've been investigating extremely low light photography with the help of the photographer Richard Meftah. In collaboration with Sunjoy Prabakaran, I've also been investigating how one can simulate light beam effects on large scale projections, and how they can be controlled interactively, in real time.} doing it with all iterators and the like.... breaking things! speaking to elliot.... had to be more careful for delete... fixed all the bits, some silly errors and the like, tired... that is saved in: /Users/joel/Documents/Projects/jgl/screenlab002_2012/oF/of_v0073_osx_release/apps/screenLab002_Gateway/004goingInto2D working in: /Users/joel/Documents/Projects/jgl/screenlab002_2012/oF/of_v0073_osx_release/apps/screenLab002_Gateway/005justVerticalOnlyOnMouseMood going to simulate hand movement using the mouse for now so will release vertical beams from the left when crossing 45 degree mark from left to right and vice versa - should both hands release on either side? just did it with mouse for now.... adding velocity from the size of the movement... that's fun... ok so version with kinect now... was thinking to work out change in angle looking vertically down between the previous elbow to hand vector and the current but drew it out, only actually care if absolute hand position change is above a certain value. try taking x and z values (not y) from tracked hand and go from there.... put this all in : /Users/joel/Documents/Projects/jgl/screenlab002_2012/oF/of_v0073_osx_release/apps/screenLab002_Gateway/006verticalOnKinectHandMove getting that started up.... that works nice, left and right hand... just caring about x values worked great.... quickly doing a first pass at portals, which is the priss one... almost there, just eyes first.... first try at that ready... lets see how it looks in the morning... 4/12/2012 remember to mention that I was working in the research hotel.... starting again after blasting some emails... looking at body proportions... http://en.wikipedia.org/wiki/Body_proportions so lets make the body proportions work.... with the mask, can worry about mapping later... https://github.com/camilosw/ofxVideoMapping or https://github.com/fishkingsin/ofxRenderManager http://upload.wikimedia.org/wikipedia/commons/thumb/0/04/Jessica_Alba_Face_Proportions.png/220px-Jessica_Alba_Face_Proportions.png for face proportions to work out eye... ofVec3f interpolatedEyePosition = headProjectivePosition.getInterpolated(neckProjectivePosition, 0.2f); //does this go 20% of the way along the line from head to neck? ofVec3f interpolatedBreastPosition = neckProjectivePosition.getInterpolated(torsoProjectivePosition, 0.5f); //does this go 50% of the way along line from neck to torso? eyePosition = interpolatedEyePosition; //are these positions within the 640x480 kinect image? YES adjust these.... - also do this for the other project........ then do mapping... that works.... mapping back to 0 and then multiplying up, much better way of doing it.... OK lets role this all over to gateway too.... scaling and the like..... don't need to scale, but using projective position is better.... much better with projective positions! ok, both those versions are good now, lets add gui bits to allow for tuning.... /Users/joel/Documents/Projects/jgl/screenlab002_2012/oF/of_v0073_osx_release/apps/screenLab002_Gateway/007withGUI and /Users/joel/Documents/Projects/jgl/screenlab002_2012/oF/of_v0073_osx_release/apps/screenLab002_Portals/002withGUI NOTE - should GATEWAY just allow you to project two beams? based on the angle from you to the screen, work out that maths? lol, turn off the mouse gestures! seem to have broken the spawnning of beams from the left... because I wasn't taking abs of speed for size - so the ones coming from the left were spawning with negative width... randomBeam.size = ofVec3f(abs(speed*widthScale),0.f,0.f); //size on speed too? abs otherwise width is negative! https://github.com/fishkingsin/ofxRenderManager is based on theos earlier mapping work..... OK.... next work on adding GUI to Portals.... got to show it in the real space, changing now.... got that all tuned up... next is to get the mapping working for the body..... no gui first! got that dropped in... now to try with the projection mapping.... looking at divide by zero... do I even need rendermanager? it should be parallel? bollocks, lets take elliots examples... {[04/12/2012 19:28:52] Elliot Woods: https://github.com/elliotwoods/ofxPolyfit [04/12/2012 19:28:57] Elliot Woods: check the video distort example [04/12/2012 19:29:03] Elliot Woods: you could do that with an fbo basically [04/12/2012 19:29:22] Elliot Woods: and it saves the calibration if you call .save(filename) [04/12/2012 19:30:37] Elliot Woods: so it'd be like [04/12/2012 19:30:44] Elliot Woods: ofxPolyPlane plane; [04/12/2012 19:30:48] Elliot Woods: ofFbo fbo; [04/12/2012 19:30:50] Elliot Woods: (in your .h) [04/12/2012 19:30:56] Elliot Woods: and then in your cpp file [04/12/2012 19:30:58] Elliot Woods: in setup [04/12/2012 19:31:06] Elliot Woods: fbo.allocate(projector resolution); [04/12/2012 19:31:10] Elliot Woods: plane.setSource(fbo); [04/12/2012 19:31:16] Elliot Woods: in draw you do [04/12/2012 19:31:17] Elliot Woods: fbo.begin(); [04/12/2012 19:31:26] Elliot Woods: draw everything you want to be warped [04/12/2012 19:31:29] Elliot Woods: fbo.end(); [04/12/2012 19:31:46] Elliot Woods: plane.draw(); [04/12/2012 19:32:01] Joel Gethin Lewis: and how do i control the plane position etc. [04/12/2012 19:32:13] Elliot Woods: it's got gui controls [04/12/2012 19:32:17] Joel Gethin Lewis: great [04/12/2012 19:32:24] Joel Gethin Lewis: I'll have a look at the example [04/12/2012 19:32:30] Elliot Woods: plane.setCalibrateMode(true); [04/12/2012 19:32:34] Elliot Woods: turns them on [04/12/2012 19:32:37] Joel Gethin Lewis: fbo defaults to RGBA right? [04/12/2012 19:32:37] Elliot Woods: and vice versa for off [04/12/2012 19:32:41] Elliot Woods: yeah i think so [04/12/2012 19:32:52] Joel Gethin Lewis: i can't draw textures to it can I? [04/12/2012 19:32:58] Elliot Woods: yes [04/12/2012 19:33:00] Joel Gethin Lewis: ok [04/12/2012 19:33:04] Elliot Woods: anything that can go to main output can be in an fbo} maria is the sound lady.... https://github.com/elliotwoods/ofxPolyfit downloading... needed to include qtkit and corevideo to get it to build.. and accelerate? thats lovely! such a cool example put it all in, works lovely... 5/12/2012 all the shots are here: /Users/joel/Documents/Projects/jgl/screenlab002_2012/2012_12_03_ImagesFromRichardMeftah /Users/joel/Documents/Projects/jgl/screenlab002_2012/2012_12_05_MoreImagesFromMeftah made choices here: /Users/joel/Documents/Projects/jgl/screenlab002_2012/2012_12_05_JoelChoices looked on big screen should I do inverts button for both? later.. did some quick adjustments with elliot... projecting the depth map in calibrate... 6/12/2012 setting up on 10.7 mac is 1024x768 primary output 1080p recompiled.... Presentations As a closing to the residency, on Wednesday 5th December, the artists and the public were invited to As Yet Impossible Series evening where they presented the work and were involved in the discussion. Guest panelists included Drew Hemment (UK) - artist, curator and researcher based in Manchester, Steve Symons (UK) - sound artist known for an innovative series of sonic augmented reality projects titled 'aura' and myself - Filip Visnjic. Particularly interesting points came out of discussion about the role of educational institutions in the advancement of creative technologies. Whereas most of the equipment at the University of Salford artists used in this residency were previously inaccessible by anyone other than research staff, it was great to see these facilities open up to explore both their artistic potential and alternative uses. -- Artist links: Elliot Woods | Kyle McDonald | Joanie Lemercier | Joel Gethin Lewis Find out more about ScreenLab Residency 0x02 MediaCityUK at: http://www.salford.ac.uk/mediacityuk/research-and-innovation/research-projects/screenlab-0x02-residency-mediacityuk Images and videos from the residency on the Tumblr log: http://screenlabseries.tumblr.com To find out more about the As Yet Impossible series, go to: http://www.salford.ac.uk/MediaCityUK/features/as-yet-impossible ScreenLab MediaCityUK 0x01 on […]
Posted on: 15/10/2010
Posted in: openFrameworks, Processing, Profile
Post tags: antivj building Events openFrameworks Processing projection stereoscopy video
Author: Filip Visnjic
Editor-in-chief at CreativeApplications.Net, co-founder and curator of Resonate festival, editorial director at HOLO Magazine, researcher and lecturer at the University of Westminster, London.
View all entries by: Filip Visnjic
- Engineering Lead at Wieden+Kennedy
- Web Developer at the Minneapolis Institute of Arts
- Creative Javascript Developer at Resn
- Junior Production Assistant at Resonate
- WebGL/3D Creative Prototyping Devs at TheSupply
- Freelance Interactive Producers at Psyop
- Creative Javascript Developer at Resn
- Art Director/Senior Designer at Stinkdigital
- Creative Technologist, The ZOO at Google
- Jr. / Sr. Software Developer at Minivegas
- Web Developer at Minivegas
- Digital Producer at Minivegas
- 3D Technologist at INDG
- Creative Director at INDG


text:
the best reviews
their picks
what to buy
Reviewers say Big Green Egg is the best high-end charcoal grill you can buy, though its grilling surface is just 18.25 inches in diameter (it also comes in 24-, 15-, 13- and 10-inch models). This is a Kamado-style grill, its design based on a traditional Japanese cooking vessel whose oblong shape offers excellent temperature control. You can cook at very low or very high temperatures, and the settings are accurate enough that you can also use it to bake or smoke foods. We did find a few negative comments; namely, the ceramic Big Green Egg can break if handled roughly. If you don't need to slow-cook or bake meats, the Weber Performer (*Est. $325) has a propane-powered ignition, and its dome-shaped top captures smoke if you close its vent.
We found the best expert reviews of Big Green Egg charcoal grill at Men's Journal and About.com; a brief review in 417 Magazine names it the greenest charcoal grill. In addition, a 2007 segment on NBC's "Today" show briefly recommends this grill. Big Green Egg is no longer sold online, so owner reviews are hard to find. This grill gets about 15 user reviews on Viewpoints.com, and several discussion threads in a Chowhound.com forum reveal how much owners love cooking with Big Green Egg.
Our Sources
1. Men's Journal
Adam Perry Lang is the author of the cookbook "Serious Barbecue"; for this review he tests six charcoal grills and rates each one on a score of 1 to 10. His highest rating of 9 goes to Big Green Egg, and Lang names it his "expert's pick." He says, "The grill surface is really nice -- it cooked fish beautifully."
Review: The Charcoal Experiment, Steve Mazzucchi, July 29, 2009
2. 417 Magazine
Reviewer Brittany Leckey says Big Green Egg is the most eco-friendly charcoal grill she has reviewed because it uses little charcoal.
Review: A Greener Way to Grill, Brittany Leckey, August 2008
3. About.com
Derrick Riches is the guide to barbeques and grilling for About.com. He names the large (18.25-inch) Big Green Egg one of the top-10 charcoal grills based on his evaluation of the grill's features, build quality and performance. In this full-length review he gives it a perfect score. Riches praises Big Green Egg highly for its long life, usefulness for smoking and excellent heat control. (Note: ConsumerSearch is owned by About.com, but the two don't share an editorial affiliation.)
Review: Big Green Egg - Large, Derrick Riches
4. About.com
Derrick Riches included the small (13-inch) Big Green Egg in a previous year's list of the top 10 small grills (both gas and charcoal). It's not included in the most recent top-10 list we found, but Riches gives it a 4.5-star rating in this full review.
Review: Big Green Egg - Small, Derrick Riches
5. Chowhound.com
This discussion thread on the cookware forum gives owners' opinions of their Big Green Egg grills as well as advice on how to use this grill. There's also a link to an even longer discussion thread about Big Green Egg. Most owners are crazy about Big Green Egg.
Review: Big Green Egg, Contributors to Cookware Forum
6. Viewpoints.com
The XL-sized Big Green Egg doesn't get the most reviews here, but it does get the highest score -- 99 points out of 100 possible. Viewpoints.com isn't linked to any particular online retailer; instead, consumers share their opinions in survey-style reviews.
Review: Charcoal Grills, Contributors to Viewpoints.com
7. Today
This short article contains few details and includes only a few grills. One of the recommended charcoal grills is Big Green Egg. Lou Manfredini discusses its features and sums up his review with, "It looks funny, but, boy, does it make food taste good." A video clip of Manfredini's 2007 appearance on the "Today" show is also on the site.
Review: Need to Buy a Grill? Check Out These Top Styles, Lou Manfredini, June 8, 2007
6 picks including: About.com, Amazon.com…
3 picks including: About.com, Amazon.com…
2 picks including: About.com, Amazon.com…
1 pick including: About.com, Amazon.com…
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text:
Why Study Young Jewish Leaders? An Introduction.
At the first planning meeting for a new project examining Jewish leaders in their twenties and thirties, Shaul Kelner, himself a young-ish sociologist, threw down the gauntlet: "Maybe we ought to study older leaders to find out why they are so … Read More
The Jewcy Fitness Plan: Jennie & Patrick Do Kabbalah Yoga
This is week two of Jennie & Patrick's fitness journal for your viewing pleasure. Not only will they be reporting the embarrassing details of their physical disrepair, but, like all good Jewish professionals should, they'll be making this a Jewish … Read More
Israeli, Orthodox & Gay
Come hear leaders of Havruta and Bat Kol, Israel's largest LGBT Orthodox organizations, share their stories, successes and challenges as they forge new ground in Israeli society.
A Hanukkah Fry-Up
A Festive Mutlicultural Evening and Tribute to Janice Kamenir-Reznik. Location: Sinai Temple
The Budos Band
Afro-beat in LA
The Ira Glass Infatuation Post/This American Life Roundup: "Unconditional Love"
In the mood for some spooning, this week's Life resurrects a four-year-old episode with a little deep emotional attachment in "Unconditional Love." Read More
Jewcy Interviews: Nicole Krauss
The National Book Award nominee in a very candid one on one conversation about writing, and her newest book, "Great House" Read More


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Southbound I-495 bridge open, NB still closed
Tuesday, August 6, 2013 - 6:54pm
Police, security measures often present at local gov't meetings
By Tom Lehman
Updated Wednesday, August 7, 2013 - 11:39am
Newark Municipal Building at 220 South Main St./WDEL File.
There's often security precautions and police present at local and county in place at legislative meetings to prevent potential violence against the public and legislators.
WDEL's Tom Lehman has more.
Click here to listen
In Newark, police officers were often not present at city council meetings until roughly four months ago, after a council member requested their presence for those gatherings.
Although Mayor Vance Funk says the measure is often unnecessary, he says it's a vital precaution that can prevent situations like the fatal shooting at the municipal building in Ross Township in Monroe County, Pa. Monday night.
Pennsylvania State Police say an officer was not present when a man
feuding with town officials killed three people
before he was tackled to the ground.
"It's a different environment now," says Newark Mayor Vance Funk. "I think especially now, when we have contentious meetings coming up, it's important to have an officer there."
Click here to listen
Funk also says it's advantageous that the police department and council chambers share a building, which allows for a quick response time if an emergency occurs. City officials are also considering
security improvements at the municipal building
, but visitors are not screened or required to walk through a metal detector.
Earlier this year, state lawmakers approved
$1.5 million in funding for increased security
at the New Castle County Courthouse in Wilmington, where a gunman killed his former daughter in law, another woman and himself in February.
At New Castle County Council meetings in Wilmington, a police officer is regularly in attendance at meetings, which bolsters security already present in the Louis L. Redding City/County Building. Visitors are required to pass through a metal detector and have their bags screened by an x-ray scanner before they are granted access to the building.
Senior Lt. Pat Crowell, a county police spokesman, says officers have not often been required to intervene during meetings. He cited the removal of Occupy Delaware members who were demonstrating during a council meeting as one of the most recent examples of such action.
"Sometimes there's a lot of hot-button issues, but
Click here to listen
Click here to listen
Middletown police officers are also frequently present at town council meetings and conduct presentations on monthly crime statistics and public safety information.
Wilmington police say officers generally do not attend council meetings unless an item on the agenda is related to the department or its personnel.
However, council spokesman John Rago notes that visitors must walk through metal detectors when entering the City/County building, which is shared by Wilmington and New Castle County.
Officers allocated to Mayor Williams' security detail have also reportedly
responded to disturbances in the City/County building
Rago says council can request police officers to be present during a council meeting if necessary.
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text:
"Amazing Wings Auction News" - 12 Toppers from Team Schlief/Stiens ONLINE NOW!
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They belongs to the best Fancier with Originals from Leo Heremans. Year after year Martin stiens and Hermann Schlief wins Top Results at all levels. Also in 2014! Now you can buy 12 Originals from Team Schlief Stiens here in the Auction!
"Amazing Wings Auction News" - GRAND OPENING AUCTION ONLINE NOW!!!
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Our Big GRAND OPENING AUCTION with Top birds from European High Class is ONLINe NOW.
"Germany´s Top Results" - 26th & 27th April 2014
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- Published on Wednesday, 30 April 2014 14:07
Let the show begin! We want to present you the 1st Edition of our Top category "Germany´s Best Results" for the new Racing Season 2014!
- Details
- Published on Monday, 14 April 2014 16:32
The Black Sea One Loft Race is an FCI Grandprix Race from Romania . It is well-known around the pigeon fanciers around Europe . In 2013 the Black Sea One Loft Race was a complete success and for sure that this year it going to be bigger.
Amazing Wings CHARITY AUCTION 2014 ends SUNDAY!
- Details
- Published on Saturday, 05 April 2014 09:13
Our last Auction for the season 2013/14 ends Sunday 06.April at 2 p.m.!!!
Jacob Poortvliet (Surhuizum,NL) - A Top Fancier from Netherlands!
- Details
- Published on Saturday, 01 March 2014 12:40
Since many years Jacob Poortvliet belongs to the very best fancier in Dutch Pigeon Sport. You can find real diamonds in his breeding loft!
ATTENTION: The Auction of Jacob Poortvliet ends TOMORROW from 2 p.m. on!!!
Georg Agnes (Emlichheim;DE) – presently one of the best Breeding-Lofts !
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- Published on Thursday, 20 February 2014 08:00
Since many years, the Breeding Loft "Vechtetal" from Georg Agnes, could be mentioend as one of the Bests from whole Germany. Many well-known Champions get pigeons from Georg and truly get a performance boost.
ATTENTION: The Auction of Georg Agnes will end coming SATURDAY 22nd February from 2 p.m. on!!!
Amazing Wings Auctions - Jacob Poortvliet Auction ONLINE
- Details
- Published on Monday, 17 February 2014 11:35
This week the Jacob Poortvliet Auction is ONLINE!
Arkadiusz Maziarz (Tegoborze,PL) - Young, dynamic Polish Champion Loft
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- Published on Thursday, 30 January 2014 10:49
Since 2005 Arkadiusz (Arek) Maziarz (23 years old!) is racing with pigeons. In very short time he belongs to the Top lofts and young Champion in polish Pigeon Sport!
"Million Dollar Pigeon Race 2014" - Karl Ziefle wins the FINAL!
- Details
- Published on Monday, 27 January 2014 15:48
Last Saturday (25th January 2014) the Final of 18th One Million Dollar Race in South Africa took place. Shining Winner was again a German Guy!
"Amazing Wings" - NEW AUCTIONS ONLINE
- Details
- Published on Wednesday, 15 January 2014 09:21
This week 4 NEW Auctions started!
Last Bids
Team Made in Germany
Internationale Weitstreckenflüge 2014 - DAS PROGRAMM:
Internationaler Sieger: Lothar Lessmeister - 1.053,28 mtr./min.
Nationaler Sieger: Lothar Lessmeister - 1.053,28 mtr./min.
Internationaler Sieger: Mornard Veuve (Belgien) - 1.368,35 mtr./min.
Nationaler Sieger: Bärbel Kanski - 1.368,19 mtr./min.
Internationaler Sieger: Jelle Jellema (Niederlande) - 1.488,76 mtr./min.
Nationaler Sieger: SG Emmerich-Heinz - 1.294,79 mtr./min
11. Juli 2014: ST. VINCENT/TARBES
Internationaler Sieger: Linda Damen/Meulemans (Arendonk, Belgien)
Nationaler Sieger: Kipp & Söhne (Althornbach)
Internationaler Sieger: Ronald Lodewijckx (Tielt Winge, Belgien) - 1.218,77 mtr.min.
Nationaler Sieger: Markus Becker (Weiler) - 1.125,99 mtr.min.
Internationaler Sieger: Albert Jamaigne (Belgien)
Nationaler Sieger: Grünholz & Dietrich (Kleinsteinhausen)
Internationaler Sieger: Erik Limbourg (Belgien)
Nationaler Sieger: Freialdenhofen & Söhne (Aldenhoven)


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Related Products
BreakTweaker, the drum instrument from iZotope and BT, is on sale until the end of July.
The BreakTweaker Expanded bundle (BreakTweaker plus 4 add-on Expansions, including the new Modern Grooves by Black Octopus), a $395 value, is $249 (the bundle is usually $299).
BreakTweaker on its own is available for $199 (reg. $249).
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