November 9, 2016
June 7, 2016
World Premiere, June 6, 2016
Directed by Debra Anderson, Produced by Hugh McGrory, A Datavized Production
January 22, 2016
Procedurally generated ancient ruins, in a single 360 panoramic tracking shot. Rendered entirely in a shader on a graphics card GPU.
I accidentally discovered a terrain generation algorithm (using ray marching) which seemed to closely resemble architectural structures in disrepair. They could easily pass for Greek, Roman, Hindu or Egyptian. You can see columns, pillars, archways and decorative carvings… generated purely from a few lines of code and math.
The animation was created using a single tracking shot, rendered in 4K equirectangular format. This allowed me to direct the camera in post production using stereographic projection – allowing fisheye and ‘little planet’ views, as well as conventional looking camera views.
Here’s one of the 4k equirectangular frames – you can load this into any 360 panoramic viewing software.
Software / resources:
Music – Philip Glass – String Quartet No. 3 “Mishima” , VI. Performed by the Carducci Quartet.
January 14, 2016
Have been getting back into Processing, and also GLSL shader graphics. It’s amazing how far generative shader graphics have come, visit http://www.shadertoy.com to see what I mean.
They mostly use ‘Ray Marching’ which is a very quick 3D rendering process which can also deliver high quality lighting and enormous detail. Perfect for procedural abstract / landscape. It’s the same tech I used for my Clouds in Cloudless Skies video.
Anyway, I’ve been hacking together code from shadertoy and trying to get them to work as 360 VR panoramic videos.
This is what I’ve come up with, a 360 VR fractal..
You’ll need a VR compatible browser such as Firefox or Chrome, or you can view it with or without a Google Cardboard on your phone directly inside the YouTube app.