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On supported devices, people can access additional functionality by applying varying levels of pressure to the touchscreen. Apps can respond by displaying a context menu (or supporting Peek and Pop) to show an item and the actions that people can use to affect the item.

Derivative TouchDesigner Pro 099.2020.23680 (Win/Mac) Categories: Software » Windows TouchDesigner is a visual development platform that equips you with the tools you need to create stunning realtime projects and rich user experiences. The Oculus Rift S runs at 80hz and the Oculus Rift DV1 runs at 90hz, but most desktop monitors are 60hz. Windows may not feed the Oculus 80/90hz data if there are TouchDesigner windows redrawing on the 60hz monitor. If possible set all your monitors to run at 90hz also, however many monitors don't support that. Derivative TouchDesigner Pro 099.2020.23680 (Win/Mac) Categories: Software » Windows TouchDesigner is a visual development platform that equips you with the tools you need to create stunning realtime projects and rich user experiences. TouchDesigner 077 on CrossOver for Mac 9.1.0. CrossOver Forums: the place to discuss running Windows applications on Mac.

On devices running iOS 13 and later, people can use the touch and hold gesture to open a context menu, regardless of whether the device supports 3D Touch. On 3D Touch devices, the gesture can reveal the context menu more quickly.

Home Screen Interaction

On the Home screen of a device running iOS 13 or later, apps can display a context menu when people touch and hold the app icon (on a 3D Touch device, people press briefly on the icon to see the menu). An app’s context menu lets people quickly perform common app-specific tasks and see interesting information. Calendar, for example, provides a shortcut for creating an event, in addition to showing the next event on the schedule. For design guidance, see Home Screen Actions and Widgets.

Live Photos

Live Photos come to life when people interact with them, using movement and sound to show the moments just before and after the photo was taken. On a device running iOS 13 or later, people activate a Live Photo by resting their finger on the photo; on a 3D Touch device, people press briefly on a Live Photo. For design guidance, see Live Photos.

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The RealSense TOP connects to Intel RealSense devices and outputs color, depth and IR data from it.

NOTE: D415, D435, D435i and T265 cameras are currently disabled on macOS due to bugs in the Intel librealsense API.

See also RealSense for hardware information and installation instruction, and the RealSense CHOP.


Parameters - Setup Page

Activeactive - When set to 1 the TOP captures the image stream from the camera.

Mac

APIapi - - Select which API to use.

  • RealSense SDK for Windowswinrsense - Windows only and supports older camera models only such as the F200, R200, SR300. This SDK is deprecated.
  • RealSense Cross Platform APIlibrealsense - Cross platform support for all camera models. This is the most current SDK.

Modelmodel - - Select the model of device to use.

Sensorsensor - Select the device to use.

Imageimage - - Select the image type to output.

  • Colorcolor - The video from the color sensor.
  • Depthdepth - The calculated depth value for each pixel. The data is re-range to be between 0 and the 'Max Depth' parameter, specified in Meters. A pixel value of 0 means 0 meters from the camera while a pixel value of 1 means 'Max Depth' or more pixels from the camera.
  • Raw Depthrawdepth - The raw depth value for each pixel from the SDK. Not well documented by the SDK. The data is re-range to be between 0 and the 'Max Depth' parameter, specified in Meters. A pixel value of 0 means 0 meters from the camera while a pixel value of 1 means 'Max Depth' or more pixels from the camera.
  • Visualized Depthvisualizeddepth - The depth values as output from the SDK when requesting a RGBA image. This output is useful for visualizing the depth, but the pixels values are dyanmically re-ranged by the SDK so it can't be used to determine a pixel's actual depth from the camera.
  • Depth To Color UV Mapdepthtocoloruv - A RG 32-bit float texture that is the UV values needed to remap the Depth image to line up with the Color image. Use a Remap TOP with this and the Depth image to produce something that will be aligned with the Color image.
  • Color To Depth UV Mapcolortodepthuv - A RG 32-bit float texture that is the UV values needed to remap the Color image to line up with the Depth image. Use a Remap TOP with this and the Color image to produce something that will be aligned with the Depth image.
  • Infraredinfrared - The raw video from the infrared sensor.
  • Point Cloudpointcloud - Literally a cloud of points in 3d space (X, Y, Z coordinates) or data points created by the scanner of the RealSense Camera.
  • Point Cloud Color UVspointcloudcoloruv - Which can be used to get each point’s color from the Color image stream.
  • Segmented Color (with Alpha)segmentedcolor - Which outputs masked color image of the detected person in front of the camera.

Color Camera Resolutioncolorres - Select the resolution of the video. Currently only usable for the Color image.

Max Depthmaxdepth - The depth value pixels with a value of 1 will be set to. Specified in Meters. Pixels with a depth larger than this will be clamped to 1 for fixed point texture output, or go above 1 for floating point output.

Mirror Imagemirrorimage - Flip the image horizontally.

Use Default Tradeoffdefaulttradeoff - Use the default Motion Range Tradeoff specified by the device.

Motion Range Tradeofftradeoff - Specifies the tradeoff between motion and range. Value is from 0 (short exposure, short range, and better motion) to 100 (long exposure and long range).

Options CHOPoptionschop - Channels specified in this CHOP allow for setting all of the options that the RealSense camera supports. Channel names should be the same as the C enumeration, with the RS2_OPTION_ prefix removed, and all lowercase. E.g RS2_OPTION_ENABLE_AUTO_EXPOSURE can be set by using a channel named 'enable_auto_exposure'. A list of options can be found here.


Output Resolutionoutputresolution - - quickly change the resolution of the TOP's data.

  • Use Inputuseinput - Uses the input's resolution.
  • Eightheighth - Multiply the input's resolution by that amount.
  • Quarterquarter - Multiply the input's resolution by that amount.
  • Halfhalf - Multiply the input's resolution by that amount.
  • 2X2x - Multiply the input's resolution by that amount.
  • 4X4x - Multiply the input's resolution by that amount.
  • 8X8x - Multiply the input's resolution by that amount.
  • Fit Resolutionfit - Grow or shrink the input resolution to fit this resolution, while keeping the aspect ratio the same.
  • Limit Resolutionlimit - Limit the input resolution to be not larger than this resolution, while keeping the aspect ratio the same.
  • Custom Resolutioncustom - Directly control the width and height.

Resolutionresolution - - Enabled only when the Resolution parameter is set to Custom Resolution. Some Generators like Constant and Ramp do not use inputs and only use this field to determine their size. The drop down menu on the right provides some commonly used resolutions.

Resolution Menuresmenu - A drop-down menu with some commonly used resolutions.

Use Global Res Multiplierresmult - Uses the Global Resolution Multiplier found in Edit>Preferences>TOPs. This multiplies all the TOPs resolutions by the set amount. This is handy when working on computers with different hardware specifications. If a project is designed on a desktop workstation with lots of graphics memory, a user on a laptop with only 64MB VRAM can set the Global Resolution Multiplier to a value of half or quarter so it runs at an acceptable speed. By checking this checkbox on, this TOP is affected by the global multiplier.

Output Aspectoutputaspect - - Sets the image aspect ratio allowing any textures to be viewed in any size. Watch for unexpected results when compositing TOPs with different aspect ratios. (You can define images with non-square pixels using xres, yres, aspectx, aspecty where xres/yres != aspectx/aspecty.)

  • Use Inputuseinput - Uses the input's aspect ratio.
  • Resolutionresolution - Uses the aspect of the image's defined resolution (ie 512x256 would be 2:1), whereby each pixel is square.
  • Custom Aspectcustom - Lets you explicitly define a custom aspect ratio in the Aspect parameter below.

Aspectaspect - - Use when Output Aspect parameter is set to Custom Aspect.

Aspect Menuarmenu - A drop-down menu with some commonly used aspect ratios.

Input Smoothnessinputfiltertype - - This controls pixel filtering on the input image of the TOP.

  • Nearest Pixelnearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native Resolution.
  • Interpolate Pixelslinear - Uses linear filtering between pixels. This is how you get TOP images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native Resolution.
  • Mipmap Pixelsmipmap - Uses mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail.

Fill Viewerfillmode - - Determine how the TOP image is displayed in the viewer.NOTE:To get an understanding of how TOPs work with images, you will want to set this to Native Resolution as you lay down TOPs when starting out. This will let you see what is actually happening without any automatic viewer resizing.

  • Use Inputuseinput - Uses the same Fill Viewer settings as it's input.
  • Fillfill - Stretches the image to fit the edges of the viewer.
  • Fit Horizontalwidth - Stretches image to fit viewer horizontally.
  • Fit Verticalheight - Stretches image to fit viewer vertically.
  • Fit Bestbest - Stretches or squashes image so no part of image is cropped.
  • Fit Outsideoutside - Stretches or squashes image so image fills viewer while constraining it's proportions. This often leads to part of image getting cropped by viewer.
  • Native Resolutionnativeres - Displays the native resolution of the image in the viewer.

Viewer Smoothnessfiltertype - - This controls pixel filtering in the viewers.

  • Nearest Pixelnearest - Uses nearest pixel or accurate image representation. Images will look jaggy when viewing at any zoom level other than Native Resolution.
  • Interpolate Pixelslinear - Uses linear filtering between pixels. Use this to get TOP images in viewers to look good at various zoom levels, especially useful when using any Fill Viewer setting other than Native Resolution.
  • Mipmap Pixelsmipmap - Uses mipmap filtering when scaling images. This can be used to reduce artifacts and sparkling in moving/scaling images that have lots of detail. When the input is 32-bit float format, only nearest filtering will be used (regardless of what is selected).

Passesnpasses - Duplicates the operation of the TOP the specified number of times. For every pass after the first it takes the result of the previous pass and replaces the node's first input with the result of the previous pass. One exception to this is the GLSL TOP when using compute shaders, where the input will continue to be the connected TOP's image.

Channel Maskchanmask - Allows you to choose which channels (R, G, B, or A) the TOP will operate on. All channels are selected by default.

Pixel Formatformat - - Format used to store data for each channel in the image (ie. R, G, B, and A). Refer to Pixel Formats for more information.

  • Use Inputuseinput - Uses the input's pixel format.
  • 8-bit fixed (RGBA)rgba8fixed - Uses 8-bit integer values for each channel.
  • sRGB 8-bit fixed (RGBA)srgba8fixed - Uses 8-bit integer values for each channel and stores color in sRGB colorspace. Note that this does not apply an sRGB curve to the pixel values, it only stores them using an sRGB curve. This means more data is used for the darker values and less for the brighter values. When the values are read downstream they will be converted back to linear. For more information refer to sRGB.
  • 16-bit float (RGBA)rgba16float - Uses 16-bits per color channel, 64-bits per pixel.
  • 32-bit float (RGBA)rgba32float - Uses 32-bits per color channel, 128-bits per pixels.
  • 10-bit RGB, 2-bit Alpha, fixed (RGBA)rgb10a2fixed - Uses 10-bits per color channel and 2-bits for alpha, 32-bits total per pixel.
  • 16-bit fixed (RGBA)rgba16fixed - Uses 16-bits per color channel, 64-bits total per pixel.
  • 11-bit float (RGB), Positive Values Onlyrgba11float - A RGB floating point format that has 11 bits for the Red and Green channels, and 10-bits for the Blue Channel, 32-bits total per pixel (therefore the same memory usage as 8-bit RGBA). The Alpha channel in this format will always be 1. Values can go above one, but can't be negative. ie. the range is [0, infinite).
  • 16-bit float (RGB)rgb16float -
  • 32-bit float (RGB)rgb32float -
  • 8-bit fixed (Mono)mono8fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 8-bits per pixel.
  • 16-bit fixed (Mono)mono16fixed - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel.
  • 16-bit float (Mono)mono16float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 16-bits per pixel.
  • 32-bit float (Mono)mono32float - Single channel, where RGB will all have the same value, and Alpha will be 1.0. 32-bits per pixel.
  • 8-bit fixed (RG)rg8fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 8-bits per channel, 16-bits total per pixel.
  • 16-bit fixed (RG)rg16fixed - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel.
  • 16-bit float (RG)rg16float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 16-bits per channel, 32-bits total per pixel.
  • 32-bit float (RG)rg32float - A 2 channel format, R and G have values, while B is 0 always and Alpha is 1.0. 32-bits per channel, 64-bits total per pixel.
  • 8-bit fixed (A)a8fixed - An Alpha only format that has 8-bits per channel, 8-bits per pixel.
  • 16-bit fixed (A)a16fixed - An Alpha only format that has 16-bits per channel, 16-bits per pixel.
  • 16-bit float (A)a16float - An Alpha only format that has 16-bits per channel, 16-bits per pixel.
  • 32-bit float (A)a32float - An Alpha only format that has 32-bits per channel, 32-bits per pixel.
  • 8-bit fixed (Mono+Alpha)monoalpha8fixed - A 2 channel format, one value for RGB and one value for Alpha. 8-bits per channel, 16-bits per pixel.
  • 16-bit fixed (Mono+Alpha)monoalpha16fixed - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel.
  • 16-bit float (Mono+Alpha)monoalpha16float - A 2 channel format, one value for RGB and one value for Alpha. 16-bits per channel, 32-bits per pixel.

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  • 32-bit float (Mono+Alpha)monoalpha32float - A 2 channel format, one value for RGB and one value for Alpha. 32-bits per channel, 64-bits per pixel.

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