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Archive for the ‘openGL’ Category

Wormer and wormer

Tweaking the last parts of the ‘Worm Songs’ project( music by Henry Vega). Trying to make the visuals look minimal and elegant. We have put a lot of love and work on this project.

Sketches for the 'worm songs'

Sketches for the 'worm songs'

Sketches for the 'worm songs'

Sketches for the 'worm songs'

worm songs

worm songs

worm songs

worm songs

worm songs

Studies on light and motion

Take light, make a photo, then break it. Just stay there, watching…

take light…

light motion

take light…

point wave

Categories: code, openGL

Texturing complexity

One of my main interest is the possible bridge between cinematic experiences and complex system(physical simulation). The last months I have been doing sketches for those ideas. Some of them have been already implemented to the on-going projects. The next examples are more personal insights over the topic.

This example uses a series of vertices that are displaced using different numerical filters. The primitives for drawing are lines. Also, I was testing different ways to bind the texture to the vertices using shaders. I am wondering what would happen if I use this idea with FBO to create more complex effects(like depth of field). The original texture is a photo from the beautiful greek island of Kythira.

Same principle but using points as the primitives for drawing. The size of the points makes the cluster extremely dense. I applied a little bit of noise for filtering the vertices position.

detail:

Categories: openGL, visual snapshots

Working today at the studio with Jerome from MCDance using glass projection and hand gestures. Explorations are lovely, finding beauty keeps the research magic and promising…
Some of the motions are actually very poetic, I think we will continue exploring on this direction!

Glass projection experiment # 2 from Emmanuel Flores Elías on Vimeo.

Categories: openGL, shaders

Garden of geometries

December 6, 2010 Leave a comment

Past month I finished a really nice project called ‘Electric Gardens’ with the trio ‘Electronic Hammer’:

http://www.electronichammer.com/main/index.php;

One of the premises of the project was to design an interactive system that would react to the gestures of the performers, either as audio analysis or data coming from their computers/instruments. As a result I designed a system that would keep me occupied for a while as it presents a lot of possibilities.
I designed most of the piece thinking in ‘scenes’ hosted on a system that would allow fast and simple transitions. The image is a kind of ‘modular cinema’ where each one of the parts could have their own visual ‘world’ encapsulated.
In terms of technique, I designed most of the piece using glsl shaders and lots of java classes for deforming and handling the geometries. Many of the materials were sketched using code tools( basically Cinder) and then ported to jitter, which has a more ‘performing’ profile and has a range of friendly facilities for MIDI and audio analysis. Some of the shaders( those of light models) are ports of hlsl shaders.

specular sound

specular sound

specular sound

Categories: code, cpp, jitter, openGL, shaders