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Just in time!
Only a whopping 6 years and one and an half months after its first mention during Keynode 13 and to the day exactly 5 years after the release of the The Humble Quad Bundle, you can finally hold it in your own hands. Not exactly as the full release we had planned but as a preview:
To our own surpise we couldn't finish all the things we had planned to release today. Most notably the "windows executable export" didn't make it. We know this is a bummer, but we want to get this right and it just needs some more time.
Apart from that we figured there is no more need at this point, to keep it to ourselves. It is definitely good enough for a preview, definitely good enough to gather some feedback to incorporate into the final 1.0 release for which we take some more time to finish our plans. So let's have a look at what we got:
Besides staying true to its nature of being a an easy to use and quick prototyping environment, vvvv is also a proper programming language with modern features, combining concepts of dataflow and object oriented programming:
While for now the number of libraries we ship is limited, the fact that you can essentially use any .NET libary directly mitigates this problem at least a bit. Besides there is already quite some user contributions available in the wip forum and here is what we ship:
To accommodate for the fact that from now on we essentially have 2 products, we added two main categories to the forum:
The existing question, feature, bug, general sections were moved into vvvv beta, and the vvvv gamma section got its own question, feature, bug and general sub-sections. Note that by default the search is constrained to the category you're currently viewing. When you're using vl in beta, still feel free to ask questions in the beta forum. We'll handle that.
Head over to this forum section to watch some video tutorials:https://discourse.vvvv.org/c/tutorials
We've previously announced the upcoming pricing model for vvvv gamma, which we're currently refining and we'll update you on changes to it soon.
Until further notice, the previews of vvvv gamma are free of charge but due to its preview-nature we don't recommend using it in commercial scenarios yet.
Here you go: vvvv gamma 2019.1 preview 975
975 26 11 19
959 19 11 19
930 02 11 19
923: 31 10 19
827: 09 10 19
703: 16 09 19
667: 03 09 19
618: 22 08 19
615: 21 08 19
573: 08 08 19
552: 01 08 19
411: 12 06 19
406: 10 06 19
398: 05 06 19
380: 01 06 19
369: 27 05 19
344: 14 05 19
318: 09 05 19
303: 08 05 19
301: 07 05 19
287: 06 05 19
273: 02 05 19
252: 27 04 19
230: 24 04 19
222: 18 04 19
200: 15 04 19
191: 13 04 19
180: 11 04 19
177: 10 04 19
Apart from the promised and still missing parts, we're aware of quite some little glitches still and will update the download link above periodically. So please check back often and report your findings!
And here we are, another fresh DirectX11 release, which gives a nice 1.3 bump.
Two small issues decided to hide themselves in latest 1.3, and since they are annoying enough they deserved a quick fix and a 1.3.1 bump:
Also since it got implemented, TextureFX shaders that can use "wantmips" now do so (Edge, Blur, BlurDirectional, BlurGlow, BlurPerfector, DistortFlow, DropShadow, UnsharpMask)
.They are all faster in that scenario.
For impatient people, here are release highlights:
For spreadable technique example, see: girlpower\misc\texturefx_technique_spread folder
I of course wanted to say thank you to people who did either a Patreon subscription, or by doing private yearly invoice.
There is now an About (DX11) node, which has the names of all Contributors and Supporters.
For next release, the main aim is to upgrade to latest version of Assimp (and it's c# wrapper).
This will allow to import the newly supported formats (gltf), and use more complete wrapper version (specially for loading options).
Please note that latest Assimp binaries will be incorporated in next alpha build (github).
Download Here :
It's been a little while again, but here it is, new Directx11 version.
There are many changes around, so I'm not too sure where to start.
First thing, versioning has been updated, no more alpha/beta, that joke about "software is always beta" made it's time, but as we say, shortest jokes are the best, and for many users that sounds pointless and confusing, so now build is adopting a more formal version naming eg : release, with beta and alpha being used for in between releases.
Second thing, build system has been reworked and now uses a build server, which allows direct update to git releases, so users who want to try out early releases can do so much more conveniently viahttps://github.com/mrvux/dx11-vvvv/releases
No more need to build the pre releases yourself.
This also means that users can expect more frequent releases.
Second thing was in the list for a long time, interface has been changed (basically
IDX11ResourceProvider and friends have been replaced by IDX11ResourceHost version and friends. Removing IPluginIO is necessary as it creates some major issues going forward (and never got used anywhere inb the codebase anyway).
For this release ResourceProvider is working alongside Host (it is now marked as deprecated and will be removed from git version pretty much as soon as I finished this post.
Sadly, LayerProvider could not be made to work alongside Host version, so those have been removed already. From what I know there's no custom plugins using it (or they already move to new interface), so on a user perspective there should be no transition issue.
As usual, I think I should have a ready to paste version, and maybe an auto bot to reply in forums, bugs are to be submitted herehttps://github.com/mrvux/dx11-vvvv/issues
Ok now let's go past those (boring) announcements details and go through what every user wants eg : What's new (and download obviously)
New Nodes (or new options in node):
Lot of new examples and help patches (20+ from Assimp, Semantics...)
So for users who did read all and did not scroll hear (or just skipped and went straight into contribution page):
To answer the often contemplated question of "Where the hell is this all going?" we first have to establish that vvvv is different things for different people. Let's have a look at some of these different perspectives:
￭ vvvv - a generative designers best friend
￭ vvvv - a data visualizers wonder weapon
￭ vvvv - an interaction designer's magic wand
￭ vvvv - the multiscreen solution
￭ vvvv - physical computing covered
￭ vvvv - a projectionmapper's dream
￭ vvvv - rapid prototyping on steroids
￭ vvvv - your procedural lighting desk
￭ vvvv - computervision for everyone
￭ vvvv - stage? show? control!
￭ vvvv - fish feeding for the lazy
￭ vvvv - L.A.S.E.R zzzz!1!!
That's all?, we hear you say...and you mumble on, but can I please has:
￭ vvvv - a tool for machines to learn
￭ vvvv - easy logic for gamers
￭ vvvv - visual scripting done right
￭ vvvv - klickklickklick your mobile app
￭ vvvv - the no-brainer IOT toolbox
￭ vvvv - the final webdev solution
￭ vvvv - an admin's batching buddy
￭ vvvv - robots dig this
￭ vvvv - no controller too micro
￭ vvvv - from sound to noise in one patch
￭ vvvv - any shaders of gray
￭ vvvv - scratch that: kids taken seriously
Well, vl, vl, we hear ya.. and that's exactly why at the heart of it all, we have always been, and will continue to work on:
￭ vvvv - a multipurpose toolkit
When we started working on VL, we never thought about creating anything different than vvvv. We had our issues with vvvv and wanted to solve those. But mostly we loved it and wanted to keep the good things we still enjoy about it. Essentially we set out to rewrite vvvv to make it better, nothing more.
So it is our great pleasure that we can finally annouce the impending release of what we've so far been referring to as "VL standalone":
For a start, vvvv gamma will focus on 3 main scenarios:
Frankly it will be gorgeous and above all shine through the following features:
Nope, don't think vs., we prefer to think ♥!
Here is how to read this: Over the past years we've been R&D'ing a next generation visual programming language that we dubbed: VL. And we still call it that: VL is a programming language, just like c#, that now happens to power two of our products:
While for vvvv beta, VL is just another language it supports, for vvvv gamma, VL is the core. As such, both beta and gamma will continue to profit as we progress with VL. We are well aware of the fact that gamma is not going to replace beta for everyone anytime soon. We're therefore commited to support both equally for the foreseeable future.
If you're interested in a few more details regarding how we'll be polishing vvvv gamma for its initial release, please head over to our roadmap.
We're still working this out and will update you on licensing early next year.
As we've previously reported from our lab, our initial efforts of integrating the Xenko 3d engine couldn't have gone much smoother. We have helped realize a complex multiuser VR project within just 4 months besides our research and now know that this is certainly the way for us to go forward. VL.Xenko will complete vvvv gamma to a fancypantsy interactive 3d authoring environment.
We're confident to be releasing an initial public version of VL.Xenko before 2019.Q4 and we have some ideas for a prerelease phase that we'll announce soon.
Thanks for using vvvv, thanks for your feedback on VL, thanks for your patience, thanks for the licenses you buy which makes this journey possible for all of us.
Have a nice holiday, get some rest, because 2019 will be the year of the vvvv desktop!
Not many will remember the times when vvvv's 3d rendering was based on Direct3D 8. Not important really, because at the same time we released vvvv 33beta1 in December 2002, Microsoft released Direct3D 9 with a lot of new features, so we knew what we had to do..
Luckily vvvv's DX9 implementation proved powerful enough to be quite useful for many years. Then it took Microsoft 5 years to release its successor DX10 which was only available on Windows Vista, which nobody wanted. Also graphic-card adoption took quite a while so we didn't really feel an urge to start working on it right away.
A year later in 2008 Microsoft released Windows 7 and with it DX11, which altogether looked more promising. But still a lack of adoption of supported hardware and Windows 7 didn't put too much pressure on us to implement it. Instead we thought it would be smarter to improve the plugin-interface for vvvv to make it easier for users to contribute to the library of nodes.
In parallel we had already secretly started work on our next big thing that would become VL, which we first announced at the keynode during NODE13. Since with VL we've mentioned from the beginning that we wanted it to eventually run across platforms, for us, implementing a new renderer based on the windows-only Direct3D api became less and less appealing.
What happened next couldn't have been more fortunate: besides many other major contributions, using the possibilities of vvvv's plugin-interface, power-user vux took it in his own hands to create a set of nodes for rendering with the features of DX11, which he released on vvvv's 10th birthday in December 2012. And the vvvvorld was a better place.
DX11 for vvvv is amazing, but innovation in the world of computer graphics started moving faster and faster. Despite the magic that DX11 brought, users demanded more and more bling, but all we were talking about was how VL would revolutionize visual-programming, which brought us all together in the first place.
With the cross-platform goal in mind, for years it seemed the only option was going for OpenGL instead of Direct3D as rendering API for VL. But all those years, following OpenGLs development and stories about bad support by Microsoft and Apple never got us excited enough to just go for it. Meanwhile a new player has appeared as a modern cross-platform graphics API, called Vulkan, but since it is still in its early stages and support for MacOS seems not official yet, again we were reluctant to jump on it.
All the years we knew there would be another option: Instead of using Direct3D, OpenGL or Vulkan directly, we could base a rendering library for VL on a game-engine API that would deal with different graphics APIs under the hood and would possibly have all 3 as back-ends that can be used on different platforms without us needing to worry about it.
While this sounds brilliant, it obviously has other potential drawbacks (out of scope for this post). But also the range of options for game-engines we could have used wasn't too overwhelming. Until recently. Enter Xenko.
We've had an eye on this engine for a while already but it being targeted at commercial game-studios would mean that every user of vl would also need to buy a license for it, so again we were hesitating and looked for alternatives.
But what just happened could again not have been more fortunate: The company behind Xenko, Silicon Studio, removed its commercial licensing and released it to the community under the MIT license, which is a very permissive open source license. This would allow us to base a renderer for VL on it without any licensing restrictions.
Initial tests look very promising. Within just a few days we were able to patch a little interactive scene and export the project as an executable so it could be distributed via the Steam store and run on a VR device.
Hence our plan is to investigate further in this direction and at the moment we see two interesting workflows between VL and Xenko:
For both scenarios what will be important, is a proper library design wrapping the original Xenko functionality into a comfortable set of nodes, similar to what we just did for Skia.
We'd usually not water your mouths before we are more sure about things. But with Xenko just having gone full open-source and looking to build a community of developers and users, we thought it would be a good idea to talk about this now and try to involve you from the beginning.
So if you're curious about Xenko's universe, just head over to its website and see what it has to offer. You can even download and play around with the editor and if you're familiar with C# create a little game with fancy graphics and assets in no time.
Next we'll demo what we've got so far to participants at LINK and start a discussion there. If you're not at LINK please still join the discussion with your thoughts using this thread. If all goes well we should also be able to share our proof of concept sometime after LINK.
So we hope you understand that at this stage it is too early to promise anything but at the moment we are confident to having found the right library for implementing a 3d rendering system for VL. Just as we were happy when we finally found Skia as the perfect library for VLs 2d rendering system.
We'll update you about developments as we progress...
here we go.
in an attempt to save the collected wisdom of node13 for posterity this blogpost aims to provide a reference of where all the stuff that was handed out during node13 workshops went.
more is promised...will update this posting as material comes in.
just in time for the weekend we are super happy to share the NODE17 Workshop Video Captures!!!111
In total we have been able to capture 22 workshops. And chrisr spent the last weeks editing the video and sound, uploading, adding video descriptions and bringing it all together.
Happy binge watching!
And if you are searching for the workshop materials, here you go: node17-workshop-material
3D basics & building interaction - Part 1
3D basics & building interaction - Part 2
Advanced DirectX11 shading - Part 1
Advanced DirectX11 shading - Part 2
Cutting & Folding Paper
Forward+ or how to bring thousand of lights to VVVV
How to use a statemachine - Automata UI
Introduction to DX11 rendering
Introduction to VVVV message awesomeness
Supershiny Motion Graphics with Superphong
VVVV.js Game Engine
Programming DMX and visualizing with grandMA2 - Part 1
Programming DMX and visualizing with grandMA2 - Part 2
So where to start...
After a couple or years of bugging devvvvs for features, creating/fixing new bugs, it's finally there.
So there's a little nice hefty number of nodes around already, but let's speak about what to expect from it, except the fact of joreg already being in the starting blocks to submit bugs :)
As usual going to a new API also means there's some changes (bugs) around the corner.
So let's see a bit of (non ordered) features list.
photo by benju
this one took us longer than planned, but it was a difficult one in a way that it includes so many new details. if you are following the devvvv blog you should already know about most of the new stuff thats coming with this release. here is a feature-summary:
here is a list of the latest blog-posts with infos regarding changes to the plugininterface for beta28 that should make your devvvvs lifes easier:
for a full list of fixes and changes check the change-log as usual.
As you know, efforts have been going for the last year and a half into bringing a computer vision nodeset to VL.
The goal was to incorporate as many of the features covered by the world renowned ImagePack; contributed by Elliot Woods some years ago; while bringing in as many new features and improvements as we could.
Since then, listening to your needs and constant feedback, we have tried to polish every corner, fix every bug, document every odd scenario, add plenty of demos and specially we tried to give you a clean, consistent and easy to use nodeset.
At this point in time, we are happy to announce that the goal has been nearly met. Most of the features available in the ImagePack made it into VL.OpenCV with the exception of Structured Light, Feature Detection, StereoCalibrate and some of the Contour detection functionality. At the same time, newer features such as YOLO, Aruco marker detection and others have been brought in for you to play with.
So what's next? Even better documentation and loads of examples!
In the mean time, here is a summary of the new things that have been brought into the package in the last couple of months:
The new CvImage wrapper around OpenCV's Mat type allows for some optimizations, specially when dealing with non-changing images.
CvImage allows nodes to run only once when the image has changed, significantly reducing CPU usage
Since it is now possible to detect if an image has changed, CvImage is a perfect candidate to benefit from Cache regions.
Cache regions can now make proper usage of image inputs and outputs
The Renderer was re-built from the ground up to improve usability and to fix bugs and issues. Title, Render Mode and Show Info features were added. Renderer also remembers its bounds on document reload.
New Renderer implementation introduces Title, Renderer Mode and Show Info pins
Histogram analysis has been added to VL.OpenCV. A useful tool in many scenarios.
Histograms allow you to analyze pixel value tendencies per channel
Homography and reverse homography are now available in VL.OpenCV.
Homography (vvvv used only for point IOBox)
Two new Stereo Matchers were added, these allow you to create a depth map from a set of stereo images. For more see the StereoDepth demo patch in VL.OpenCV.
Depth map obtained from a pair of stereo images
Serialization support was added for CvImage and Mat types, allowing you to use CvImage as part of more complex data structures which get serialized with no effort. This can be a heavy operation so make sure to trigger it when needed only.
For a hands on demonstration check out the Serialization VL demo that ships with VL.OpenCV.
As part of this final effort to clean everything even further and make the nodeset consistent and properly organized, we needed to rename and move a few things around which as you can imagine means the introduction of breaking changes. We understand this is an annoying thing to cope with, but this was basically the reason why we chose to keep this pack in a pre-release state until we felt confident with its structure and approach.
In summary yes, you will get red nodes when you upgrade your VL.OpenCV projects to the latest version, but in most cases it should be as easy as to double-click and find the node in its new category.
An exception to this are the nodes that got renamed, which we list below:
Remember that in order to use VL.OpenCV you first need to manually install it as explained here. Also, until we move away from pre-release you need to use the latest alpha builds.
We hope you find good use for this library in your computer vision projects and as always, please test and report.
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