In the past few days i was playing with voronoi cells. in the meantime i had another idea i wanted to try: random recursive cell growth. So i started working on both pieces together and came up with what you’re about to see in the videos below.
The scene is rendered using a per-pixel phong lighting model + wrap lighting, a fast trick to approximate subsurface scattering. More information available in the GPU Gems book.
I have used lee byron’s mesh library for the 2D voronoi mesh generation and loaded it up my framework to generate a 3D heightmap mesh. I’ve reduced the effect to almost zero here, just because i think it looks much better flat in this particular scene.
Me and S* wanted to try something different to participate in a contest about sound generation, so this is what we came up with, [We.are.in.Helsinki].
The idea was to produce soundscapes & ambiances using wave generators and sampled toy sounds. Its engine works by using magnectic fields, attraction & repulsive force fields that we call “activator” & “holders”, it creates sounds when this two forces react to eachother. Activator as the names says activates the sound of each of the “holders”. Its a pretty simple idea but works pretty well in our opinion.
[We.are.in.Helsinki] was created for Phonurgia 2008. Its a sound creation contest from France. Be sure to check it out.
A/Q – Add/Remove attraction sound fields
R – Resets the system
ESC – Quit application
Click and hold left mouse button on the “activator” to move. Interact as you like and create your own “attractiv” ambiances.
EDIT:
There is a new version that allows you to move everything on the screen, generators, samplers & activator. you can change frequencies for each generator aswell and also the range of activation. It will be presented this december.