WinterRoot is pleased to announce Wild Edibles with ‘Wildman’ Steve Brill!
Friday, April 15th, 2011
WinterRoot LLC is very excited to announce, after nearly a year of work, the initial release of ‘Wild Edibles’ - our master foraging app created in collaboration with foraging expert ‘Wildman’ Steve Brill. The full version of the app contains 165 major edibles plus 52 minor plants, all of the identification and poisonous lookalike information you need to forage safely, and a recipe for every plant in the guide. It’s an exhaustive field guide synthesizing a lifetime of bringing foraging to the layman, with an easy to use interactive interface for portability and search-ability on your handheld device. iOS 4.2 is currently supported at the links below, with an iOS 3.2 compatible version awaiting approval from the app store and android version currently under development.
Wild Edibles Full: http://itunes.apple.com/us/app/wild-edibles-full/id431504588?mt=8&ls=1#
Wild Edibles Lite (free!) :
Other Versions and Apps by WinterRoot: http://itunes.apple.com/us/artist/winterroot-llc/id427385326




The first public version of the open source CMS I work on as part of Made of People is almost ready to be released. Our goals of supplying object oriented data architecture to the average user/developer on standard platforms is nearing a first round of maturity, and we are very pleased with the results. I will be updating this post in a short time more details, including the git hub for download and future development plan. The open source kit is dividing into a javascript ajax framework and a php/kohana based MVC framework for dealing with data. One design goal has been to make these 2 areas of work interoperable with other implementations.
One of my long standing clients, I have been heavily involved in the online side of this organization since the very beginning, and continue on a maintenance and consulting retainer to this day. The 


My old collaborator Josh Band and myself wrote an openGL application to experiment with methods of non-photorealistic rendering. Our application loads a model file and then renders it in 4 experimental styles: impressionism, pointilism, fan brush, and ‘3D pointilism.’ This application was written in OpenGL and made extensive use of the feedback buffer to get these effects. The key to technique is to do a first, behind the scenes rendering step where lighting and color data is calculated, then to read these values out of the buffer and use them to render the non-photorealistic polygons or shapes. The impressionism, pointilism, and fan brush effects amount to placing texture mapped polygons on the surface of the model in a fixed average distribution, with random locations. One of the most interesting aspects of the 3D pointilism mode is the ability to change what 3D object model the renderer is using as a ‘brush stroke.’ Our images show spheres and cubes, but anything is possible. Two of our images from this project were accepted as technical slides to Siggraph 2001, a significant achievement for an early effort in graphics research.
