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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.
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.