http://www.cycling74.com/products/dlmaxmsp.html
Jitter 1.5
http://www.cycling74.com/products/upgrading_jitter15.html
Several of us are going to be taking a bit of a breather after working hard on these releases, so don’t be distraught if the mailing list response from us is a tad quiet for a short spell.
Some features highlights from the new release are below. More details online, in the release notes, and updated documentation. Note that Jitter 1.5 requires MaxMSP 4.5.5.
Sincerely,
The Elves at Cycling ’74
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MaxMSP 4.5.5
– Clipboard is now copied as text; text can be copied from other applications and pasted into a patcher, or you can use the new New from Clipboard item in the File menu
– Templates: save file in patches/templates and it will appear in the New menu, choosing the file will open as an untitled window
– Paste From item in patcher contextual menu. Lists the contents of patches/clippings folder to allow common subsets of objects to saved in patchers and pasted into a patcher at the cursor location. Also contains Other… item that allows pasting the contents of any patcher
– Encapsulate / De-Encapsulate. Transforms a group of objects into a subpatcher (and back again)
– Shortcuts for object box. Save a file in the init folder with the shortcut message to max, then type the text and hit the escape key and the rest of the text is substituted
– Prototypes. Save versions of user interface objects for later recall.
– Max search path optimization can substantially improve file search and load times: .pat searched before .mxb. Externals are now searched before patchers.
– Java: mxj~: Signal processing in Java.
– Javascript: Threadsafe implementation and new immediate function property for executing messages and Task functions in the high-priority thread
– jstrigger: Evaluate Javascript expressions sequentially
– And *lots* of fixes and feature enhancements
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Jitter 1.5:
Performance:
– Cross platform architecture for GPU hardware acceleration. This fundamental shift in processing offers a dramatic increase in performance for image processing and general purpose computation, as well as material shaders and other GPU effects.
– Fast YUV 4:2:2 (UYVY) video transfer to the GPU. Using the half bandwidth, half chroma data representation common in many of today’s video formats, Jitter is able to more rapidly decompress and transfer YUV 4:2:2 data to the graphics card in real time. Together with GPU processing, this permits processing of up to HD resolution video footage in real time.
– Multiprocessor support. Many CPU based Jitter objects now exploit multi-processor and multi-core systems to take advantage of all the resources available to today’s systems.
Networking:
– Compressed RTSP streams. Jitter 1.5 uses either the cross platform LiveMedia architecture, or the QT Broadcasting architecture on Macintosh to stream a variety of video codecs in real time.
– Uncompressed Jitter matrix streams. For lossless transmission of Jitter matrices of arbitrary type, plane count, and dimensionality, Jitter 1.5 allows direct network communication in a Jitter native matrix format.
Programmability:
– Java and JavaScript support. Instantiate and control Jitter objects directly from text based programming languages that offer greater control of complex tasks.
– Expressions. Succinctly define mathematical expressions for calculating matrix data.
Interoperability:
– Direct X video input and output support. Native Windows video input and output offers higher performance and more reliable I/O, without the need for third party Quicktime bridges.
– FreeFrame plugin support. An open standard for video processing, FreeFrame plugins provide a rich set of options for building custom networks of effects.
– Improved Flash integration. More control over and communication with Flash media through Quicktime. (Currently only supports Flash 5 subset of functionality).
– Improved MSP audio integration. Treat MSP buffer objects as Jitter matrix data, and convert audio vectors to and from Jitter matrices for frame based processing and audio visualization.
More:
– Procedural texturing and geometry. Synthesize textures and geometry with a diverse set of noise and pattern basis functions.
– Volume visualization. View volume data sets either as 3d textures or geometry obtained through surface reconstruction.
– High Dynamic Range image support. Read and write floating point images using the industry standard OpenEXR file format.