Rendering Video with Cubes
Using video to drive animation across led displays and light installations is very common practice. The availability and accessibility of video makes it a great source of content for creating dynamic movement and patterns across light displays. With this in mind I wanted to use video to drive the colour and position of cubes in […]
Unity GPU Flocking
Over the weekend I decided to look into creating some flocking behaviors computed on the GPU in Unity. To start I implemented the three core principles: separation, alignment and cohesion of Boids flocking behaviors into a compute shader. On top of the three core principles I added two methods to attract and repelĀ each Boid towards […]
Unity GPU Instance Shader
On the weekend I spent some time with a friend looking into GPU instance shaders in Unity, specifically the DrawMeshInstancedIndirect function which allows you to pass it a Mesh to be generated on the GPU. This allowed us to generate an huge number of instances of that particular mesh and animate the position using some […]