Our SDK is a custom package that's imported into Unity3D. This package includes scripts that connect to our vision server and pre-built behaviours and samples for 2D and 3D LUMOplay apps.
How to access our SDK
What you can make
The LUMOplay SDK can be used to make:
- interactive floors
- interactive walls
- interactive bar or table surfaces
- interactive window displays
- interactive video mapped / projection mapped architectural features
Glassblowing artist Michael Skura used our SDK to make his sculptures light up and darken in response to visitor movement.Hanging hundreds of tiny glass sculptures on a gallery wall.
Hardware and Installation
This project uses 20 projectors, sponsored by Epson America, to light thousands of glass sculptures throughout the room. The projectors, and the light reflected from the sculptures, are the only source of light in the show.
Michael brings his work to life with light, and to imbues each piece with a unique and evolving spirit. Since each sculpture is handblown using a variety of techniques, it's only fitting that the lighting effects for each piece be designed to interact with individual details, flaws, and finishes of the glasswork.
Aryn John Freysteinson, CEO of Rabcup, is the mastermind behind the hardware installation and solutions integration of this installation. Aryn installed three 6000lm Epson Powerlight projectors and 18 individual Epson Lightscene projectors, mapped most of the sculptures in the room, and designed a foolproof power management cycle for the duration of the show.
The Shy Wall is tracked by 3 depth cameras. several Orbbec Astra cameras tracked the sculptures and brought them to life.
- Step one: line up three projectors.
- Step two: trick the computer into thinking all three projectors are a single monitor.
- Step three: open a Photoshop document that matches the resolution of the extended projector display, drag it to the projection, full screen, and draw hundreds of little shapes.
You might have noticed from the first setup photo that the projectors are not arranged in a straight line. This is because Michael arranged the sculptures lower on the left side of the wall, and much higher on the right. To cover the entire area with light, we had to arrange the projectors from left to right so that each one was a bit higher than the last.
We didn't edge blend the projectors. This is because Aryn John Freysteinson is a wizard, and managed to position each projector so that edges fell perfectly between the sculptures.
The Shy Wall
Using a particle prefab included with the SDK, a trigger was connected to a sequenced array of target nodes behind a mask created in Photoshop, which was used as a canvas UI element.
Next, I connected each node, and set a 'target' node and a trigger, so that movement in a certain area triggers the node tree to go dim one sculpture at a time.
To make the array, a 'parent' node was selected. Once it was selected, the inspector was locked, a child node was selected in the hierarchy window, and dragged to the 'Connections' section of the parent node in the locked Inspector.
The inspector was then unlocked and the next parent node was selected, and the process was repeated until all the particle nodes for each sculpture were linked.
In the image above, you can see some plain grey rectangles. These are the trigger areas. Unlike other LUMOplay installations, the cameras in this installation are not pointed directly at the display. Instead, they're pointed at the floor directly in front of the wall, since that's the area where motion was being tracked.
Each sculpture contains at least one particle system. The particles themselves are really simple - just some balls and ribbon trails that move quite slowly. Inside the glass, this looked like a little ghost, and it creates some very cool reflections on the wall.
The custom scripts that connect to LUMOplay's vision server were connected to the triggers and the project was published, packaged it as a .zip, and uploaded to Micheal's account on the LUMOplay.com website. Once there, he was able to load the experience onto the gallery computer and see what it looked like on the wall, and how it reacted to movement.
The final particles look like they float inside the glass. Micheal and the team tested the wall for a few hours to get the timing of the dimming right - it needed to be responsive enough for people to notice, but the effect when the wall was left in peace also needed to be enticing enough that visitors would choose to stand still and let the wall come back to life.
If you have questions about this project, or about what can be crated with LUMOplay, contact us.