Numasbala – GeomBall



Auto generated pulsing spheres made up of 3D triangles.


Hand Projection Mapping

After finishing my initial capstone prototype I wasn’t to happy with it because even though it worked very nice, it was to boring for my taste. So i decided to spin it off into something crazier.

A game that will live in your hand through projection mapping.




Calibrating the hand has two main stages. Aggregating the right amount of points and then shifting the camera. To aggregate the points needed to successfully map your hand with the projector we need to save the 3D point of the leap motions index finger and the 2D point of where the mouse thinks that index finger is. In the image bellow you can see the calibration process.


This image shows what happens when you don’t aggregate the points correctly. The image will be offset from your hand.



In contrast, this images show how it looks in OF when  you have successfully calibrated the hand projections.

good_calibration_2 good_calibration_3

Creative Canvas – OF & ofxAddons

Creative Canvas


I have always liked image manipulation but had never had the chance to really experiment with it. I took this assignment as a chance to see what I could create by extracting information from any image. After looking at the openFrameworks addons, I decided to use ofxUI, ofxCV, ofxTriangleMesh, and ofxColorQuantizer.

I used ofxUI to give control to the user (me) to be able to manipulate the image. ofxCV is the one giving me all the main information of the image, mostly the contours. ofxColorQuantizer and ofxTriangleMesh are both being used to add the effects to the image.

So Creative Canvas breaks an image into the main color pallet and finds the contours thanks to this colors. You can switch between contours by clicking ‘c’ to see what it selects.

In the UI, there are 5 main features that can be applied to the image: “draw triangle”, “draw mesh”, “draw outline”, “draw particles” and “random”. What these features do is decide how you are going to draw over the current contour. If you select random, it will randomly select one of this effects.

You can loop as long as you want through the image and very cool effects come out (most of the time).



Many iterations where applied on the color selection and on how the mesh and particles should look and move. Also the colors. Initially I was thinking on using a particular color pallet for all the virtual objects (triangles, particles etc) but it looked soo busy that i decided to keep the same pallet as the image.

The code can be found here:

Voro Snake – Parametric Object

Voro Snake

I was looking at some very cool stuff done with voroni cells and decided to give them a try.
I wanted my object to be as closed to the user as possible, so i decided to allow the user to create it by drawing a shape with the mouse. After the shape was draws, a voroni cell pattern will simulate the shape the user did.

To be able to manipulate it, I added three main constraints: width, height and number of subdivisions. The interface has an UI that allows the user to easily change this parameters to construct their shape.


You can rest it at any point and re draw another line or keep changing the parameters of the objects. I called it Voro Snake because I realized that most of the shapes end up looking like a very abstract snake 🙂

The code can be found here: