Tónandi is an interactive audio-visual exploration of the sounds and spirit of Sigur Rós in which use your hands and body to connect with a lush sensory ecosystem that grows and surrounds you transforming your environment.
Built with Unity for Magic Leap 1.
I was part of a small development team internally from prototypes through production. My part focused primarily on GPU simulations, rendering, and application performance but I was involved in many areas of the experience and collaborating with outside creative talent. We implemented custom GPU particle systems and various physics and behavioral simulations using compute shaders to build creatures such as Verlet integrated grass and flocking/swarming fish.
GPU Flocking
One of the most complex simulations in the experience is a GPU simulated flock of fish-like creatures. The fish are simulated with a traditional flocking algorithm, which means we implemented a GPU-side reduction algorithm to calculate average position and velocity of the boids. We also needed to get information from the nearest neighboring boids which is complicated in a GPU setting. We approximate the nearest-neighbor search by sorting the boids in a 3D cube structure with a bitonic sort use the neighboring cells as the nearest neighbors.
LEAP Conference Talk
As part of our first LEAP Conference, I presented insights learned from the development of Tónandi along with Mike Tucker and Blake Taylor.
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