Pupil was a semester-long project at the Entertainment Technology Center, about imagining AR experiences for classrooms in the future. You can check out our work on our project homepage.
This is a short real-time rendered sketch I made in Unity over the summer. I’ll be making a write-up of my process making this shortly; in the meantime you can see a shortform version on this twitter thread.
Sand VR was a semester-long independent study project that I worked on with Anna Henson, about exploring tangible interfaces and relational experiences in virtual reality. Read the blog post to find out more!
Music in Motion
Music in Motion was a semester-project at the Entertainment Technology Center, Carnegie Mellon University, about creating music in virtual reality using body movement. For this project, we required a fully procedural and spatial audio system, which would be fully controllable via the guests’ body movements, which were tracked in Unity using the HTC Vive. As part of this project, I designed and implemented interactive instruments and audio processing chains in SuperCollider, which were then controlled from Unity, through OSC. In addition, I implemented a 12-speaker ambisonic sound setup, for use in conjunction with the virtual reality play space, and developed tools to quickly audition interaction mappings between Unity and SuperCollider.
I contributed interactive art for the Juilliard production of Cracked Orlando, a multimedia performance piece by composer Jonathan Dawe. I was responsible for two elements in the show: a rotating and evolving “orb” which was projected as a hologram and controlled by an array of proximity sensors; and a virtual avatar of the character Alcina, motion-tracked by Kinect and augmented with particle effects.
Kaze (The Wind)
Mari Kimura, Liubo Borissov, Yujin Ariza
I collaborated with violinist and composer Mari Kimura for her work, for violin, voice, string quartet, and interactive computer. I wrote code for the visual component of the piece, a representation of “wind” that flowed and morphed with the piece, using motion data tracked from specially made gloves worn by the performers. Max/MSP and Jitter were used for the live rendering of the particles.
Fluid is an audiovisual piece that I created. The piece was made using Ableton Live + Max, so that the visuals (built in Max’s Jitter) can react to the MIDI and control parameters being sent through Ableton. Read more about the project and its technical challenges in a blog post I wrote here.
Vango – Painterly Representations of Images
We convert photographs of scenery into painting representations. After analysis of the image, a “canvas” file is outputted by the program, given a specific “style” file for vango to paint in. After this, the painting can be rendered in either a textured or untextured format.
This project was written in C++, and uses the OpenCV framework.
Rainborg – Position-based Fluid Simulation
We implemented a GPU-accelerated position-based fluid simulation, based on the paper by Miles Macklin, and Matthaias Muller. The program is capable of simulating and rendering the output at realtime speeds, for a number of particles up to 30,000.
This project was written in CUDA C/C++.