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This application is inspired by the great work of Robert Hodgin/flight404.

Geon is my another application made with Processing. This time I wanted to create something biological, organic, something similar to underwater creatures. By the way I learned a lot of advanced OpenGL techniques. My first thought was to create a few tendrils moving around one mutual point. At the beginning I draw a 3D lines. Then I used vector cross product to prepare a mesh, which consists of 350 points that define shape of object in 3D.Geon

Later I applied texture to the meshes….


…and added a point light in the middle. To increase performance I used VBO(Vertex Buffer Object), which allows vertex data to be stored in high-performance graphics memory.


Default OpenGL lightning model is not very exciting so I implemented Phong shading model in GLSL (OpenGL Shading Language).



Then I added two kinds of particles and increase number of creatures.



To show illumination and shadows in 3D space I applied volumetric light scattering to light source. I found very good tutorial describing how these effects can be computed in real time with a GPU pixel shader. Besides I used a beat detection to change light exposure.


The audio is by The Flashbulb (”Kirlian Shores II”). Here you can download mov file (344 MB).

Related links:
Light scattering tutorial
The Flashbulb
My vimeo profile

11 Responses to “Geon”

  1. […] Geon is a new proccesing app crafted at AT. See a video together with a walkthrough on our blog. […]

  2. Thanks for sharing. A lot of usefull information and very nice effect in the end.

    I think it will be great if you add some of depth of field bassed on Z-buffer. Z buffer could be prerendered and then composed or maybe it could be created as another pass in runtime and then combine with opengl blur effect as postprocess. In addition maybe any normal map could make tenticles more bio alike :)

  3. Was this inspired by Robert Hodgin’s REV?

    examples here:

    Just curious. Geon looks great.

  4. Thanks for sharing.
    Great job.

  5. you seem to be re-doing Robert Hodgins work again and again… you black hole is just way too similar to flight404’s Solar Goldfrapp video. THIS is the original:

  6. I’m sorry Anit, you’re just very wrong. Only because the images react with the sounds and it’s Processing, doesn’t mean he is redoing the work of Robert. In fact, there are thousands of people doing this kind of thing. What we have here is a very amazing piece of work. Very well done. Keep doing it.

  7. but isnt it strange, that you are using the same music as robert?

  8. If you like this stuff, you should definitely check out flight404 (Robert Hodgin). That seems to be Ars’ inspiration here.

  9. Anit, you are definitely right. There should be a credit for Robert and I’ve already added it to the post!


  10. Hi, amazing stuff!
    I wonder if you could give a little more info about the cross-product technique you used to create the meshes. I’m intrigued to know if you’re actually recreating the mesh dynamically each frame, of creating the mesh at the beginning, and using a GLSL Vertex Shader to displace the vertices from that point on.

    Great work!


  11. Yes, I generate each vertex position in every frame and store it in Vertex Buffer Object. I did it this way becasuse it was easier to me.

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