Quick update regarding bandwidth

There has been a bit of shuffling of late. I am trying to balance quality versus filesize with my videos and by erring on the side of big beautiful quicktimes, I dug myself into a bit of a bandwidth hole. I am now using S3 by Amazon thanks to research and a good writeup by my boyfriend.

So here is a quick clickable recap if you dont want to go digging through my old posts.

Magnetosphere with audio by Trentemoller

Magnetosphere (kaleidoscope) with audio by Boards of Canada

Magnetosphere (particle emitter) with audio by Royksopp

Magnetosphere (AKA HP/Target ad) with audio by Royksopp remix by Trentemoller

The same as above, but with an audio-created diagonal line glitch

Supernova with audio by Helios

7 Responses to “Quick update regarding bandwidth”

  1. zer0her0 says:

    Sweet, I keep looking at S3 thinking hmm I could get rid of a bulk of my yearly hosting costs with their technology but I’ve been hesitant to jump in and play with it. Thanks to you and your bf I have some guidance to get started as well. Thanks!

  2. Hugues says:

    reading the post by your boyfriend and one of your response (in one of your previous post) I’m confused on which “applications/sketchs” are performed live and which one are pre renderered…. my understanding was that all of them were “performed live”/realtime. (ie the first ones you posted few days ago that you performed using the Lemur and recorded using a Powershot cam)

    cheers

  3. [...] Llamémoslo Magnetosphere. [...]

  4. flight404 says:

    Okay, lets see…. all of them run as realtime applications, kinda sorta. Right now, the Magnetosphere in all of its skins can run at about 30 to 45 fps if you spawn no more than about 150 particles. This is generally enough to make it interesting. For the renders I have been doing lately, I wanted more more more, so I set the number of particles to 500 (trentemoller) or even 1000 (helios).

    A friend recently informed me that if I implement the Barnes Hut algorithm, I could see a huge performance boost… might even accomodate 1000+ particles in realtime, but I havent attempted that particular coding feat just yet. Looks a bit complex.

  5. toxi says:

    Robert, I’ve got a light Octree implementation I’ve used for my recent DLA stuff – ping me again next week if I haven’t posted it over the weekend. I’ve also been looking at S3 and/or Flickr integration recently, especially in regards to saving generated assets straight there from Processing, something like an S3 version of MovieMaker or Flickr.saveFrame(); method would be handy for some of my current projects… Rock on!

  6. Jeff says:

    Happened upon your blog for the first time tonight, and I have to say I’m completely blown away by these videos. I spent some time tinkering with processing a while ago, eventually just to kind of shrug it off, but you’ve really inspired me to investigate it further. Thanks.

    Also, fantastic musical selections.

  7. [...] Actuellement à l’affiche de toute la blogosphère française, Robert Hodgin (aka Flight404), n’en fini plus d’épater les internautes. Sa « magnetosphere », développée depuis plusieurs mois, est une application en temps réel qui réagit aux sons et pioche allégrement dans les fonctions OpenGL de Processing. Véritable outil de VJing, elle permet de générer de la 3D pleines de particules et d’ « additive blending » (technique de transparence qui permet aussi de créer du « glow ») en rythme avec la musique. Techniquement irréprochable, le programme gère en dynamique des magnétismes et des champs de gravités à couper le souffle… Plusieurs rendus vidéos sont disponibles sur le site de l’artiste / programmeur (avec plusieurs musiques donc), mais c’est bien sûre la dernière performance avec le DJ Trentemoller qui est la plus impressionnante. Et pour cause, Hodgin a ici exporté les images frames par frames en gonflant le nombre de particule et en a sorti cette vidéo (haute résolution) que vous trouverez dans la suite en streaming. Cette dernière version n’est donc pas en temps réel, mais l’application reste un projet « live » qui tourne de manière tout à fait fluide jusqu’à 150 particules. Et parce que j’en ai assez de lire tout un tas de conneries sur Processing, je finirai par dire que un environnement ET un langage de programmation open source dédiés aux créatifs qui souhaitent générer des images, des animations ou du son par le code. C’est à la fois un outil d’apprentissage des fondamentaux de la programmation, une alternative à des logiciels payants comme Flash et Max/Msp, et un merveilleux jouet pour tous les passionnés de l’art numérique et du « generative art ». [...]