Flower Waltz
Graphics / Audio Programmer and Environment Design
Summary
In this project we demonstrate an application that allows a performer to control simulated leaves inside a 3D environment using real-time motion capture. The experience encourages the performer to move and explore embodied interactions with both visuals and a generative soundscape. Bounding boxes and flow descriptors were primarily used as a way to control parameters i.e. particle behavior and note pitch. I decided to do the core of our implementation in Unity game engine, and furthermore, we decided to use the SmartSuit Pro to capture motion data in real-time. A generative ambient soundscape was implemented inside Pure Data and interfaces with Unity over Open Sound Control (OSC).
Link to repository: https://github.com/0x16e8bea/FlowerWaltz
My Contributions
In this project I worked on various aspects including the implementation of a shader based on Craig Reynold's boid algorithm with added perlin noise to simulate flower petals. The algorithm was chosen because I wanted a unified movement and flow. The audio is generated procedurally in Pure Data (Pd) and reacts to the real time motion data streamed wirelessly from a Rokoko Smartsuit Pro. Information about the flow which is based on somatic principles are sent from Unity to Pd using OSC.