Smash4

public override TriChild()

‘public override TriChild()’ print series will be a series of images exploring the deconstruction and reformation of primitive 3D forms by utilizing methods such as physics simulations, generative geometry, audio re-activity and procedural image processing. Following the theme of deconstruction

Smash4

public override TriChild()

‘public override TriChild()’ print series will be a series of images exploring the deconstruction and reformation of primitive 3D forms by utilizing methods such as physics simulations, generative geometry, audio re-activity and procedural image processing. Following the theme of deconstruction

Mapped spheres

Triple mapped sphere installation

After some 3D spherical projection mapping experiments and getting some decent results I have decided to put together a portable mapped sphere installation. The spheres themselves are gym balls, wrapped in white lyrcra. They can be deflated and packed down

Mapped spheres

Triple mapped sphere installation

After some 3D spherical projection mapping experiments and getting some decent results I have decided to put together a portable mapped sphere installation. The spheres themselves are gym balls, wrapped in white lyrcra. They can be deflated and packed down

sphereical mapping

3D Spherical projection mapping experiments

I have been sinking my teeth into some projection mapping experiments lately projecting straight 3D scenes from AR+ onto objects. I am currently working on a large cuboid setup for an upcoming gig so I can’t show any work form

sphereical mapping

3D Spherical projection mapping experiments

I have been sinking my teeth into some projection mapping experiments lately projecting straight 3D scenes from AR+ onto objects. I am currently working on a large cuboid setup for an upcoming gig so I can’t show any work form

glitch tree

Mixed growth

In this piece I explore the procedural/generative plant growth and branching to visualize this beautiful, yet at times abrasive piece of music. Conceptually there is a lot going here, but the general aim was to capture the tracks artificial digital

glitch tree

Mixed growth

In this piece I explore the procedural/generative plant growth and branching to visualize this beautiful, yet at times abrasive piece of music. Conceptually there is a lot going here, but the general aim was to capture the tracks artificial digital

Logo copy

AR+: Altered Reality + alpha in development

Altered Reality + is a 3D visual tool, designed to mirror basic functionality of traditional VJ software but built with pure 3D visuals in mind, no video, all real time, open source and modular. The idea came about while I

Logo copy

AR+: Altered Reality + alpha in development

Altered Reality + is a 3D visual tool, designed to mirror basic functionality of traditional VJ software but built with pure 3D visuals in mind, no video, all real time, open source and modular. The idea came about while I

processing-unity

Unity 3D line-in/mic audio analysis via Processing

After scouring the internet to find a way to get live audio analysis happening in Unity from a line in and not finding anything I took it upon myself to write a small processing and unity script to do it

processing-unity

Unity 3D line-in/mic audio analysis via Processing

After scouring the internet to find a way to get live audio analysis happening in Unity from a line in and not finding anything I took it upon myself to write a small processing and unity script to do it

PVI Screen 4

private void Initialize()

I recently had my first public exhibition, ‘private void Initialize()’ at Brunswick Arts. I was showing an interactive piece I have been working on for some time which approaches some themes that have followed me throughout my life. The exhibition

PVI Screen 4

private void Initialize()

I recently had my first public exhibition, ‘private void Initialize()’ at Brunswick Arts. I was showing an interactive piece I have been working on for some time which approaches some themes that have followed me throughout my life. The exhibition

Fire Interactivity

Interactive depth camera visuals

Here are some basic depth camera interactivity I have been working on. In this test you can see particles being spawned on the users silhouette, the same again but with a speed cutoff, and a physical spline being drawn above

Fire Interactivity

Interactive depth camera visuals

Here are some basic depth camera interactivity I have been working on. In this test you can see particles being spawned on the users silhouette, the same again but with a speed cutoff, and a physical spline being drawn above

GLitch

GL.Itch

I put together after listening to another amazing track by Sk’p. This is an exploration of creating a procedural sculpture, breathing a bit of life into it and giving the viewer a chance to experience it form different angles and

GLitch

GL.Itch

I put together after listening to another amazing track by Sk’p. This is an exploration of creating a procedural sculpture, breathing a bit of life into it and giving the viewer a chance to experience it form different angles and

Pause

Pausefest 2011: Bluºe)MD: A Futuristic Audio & Video Live Installation

  Pausefest 2011 along with Bluºe)MD (Javier Calzada) provided me an opportunity to exhibit at Melbourne Central at this years festival. The installation featured 7 projectors covering walls, floor, ceiling and columns as well a many varied and talented electronic musicians working together to create

Pause

Pausefest 2011: Bluºe)MD: A Futuristic Audio & Video Live Installation

  Pausefest 2011 along with Bluºe)MD (Javier Calzada) provided me an opportunity to exhibit at Melbourne Central at this years festival. The installation featured 7 projectors covering walls, floor, ceiling and columns as well a many varied and talented electronic musicians working together to create