I've been exploring and developing interactive and responsive programs for the past 9
years. My first independent projects involved feeding byte arrays into audio streams
in Java, as well as a distributed MIDI player, which would play a .midi file over the
network and different computers in the school's computer lab would only play certain
notes. From this, I moved onto processing my guitar signal through Supercollider,
a real-time audio synthesis and DSP language.
I later extended that knowledge to interfacing with Processing to create this project.
Here I am mapping the hand position to an x,y grid, which then sent signals over OSC to
Supercollider, and controlled the rate and depth of an LFO.
These scripts are an exploration of my interest in "datamoshing,"
a form of intentional corruption of video by exploiting the encoding algorithm.
Beyond that, these scripts have allowed me to work with generative,
frame based manipulation of videos.
Shader Effect Reel - 2014
This video shows some of my GLSL programming for feedback loops, as well as
vertex movements. In the first portion, I am repeatedly applying a Canny edge detection
shader to the frame, while also blending in the current webcam capture. After that comes
an experiment I did to emulate the effects of datamoshing, but on live video. I
approached this by calculating the optical flow from successive webcam frames to
move the pixels of the last saved "reference" frame. The final portion is the result
of an emboss and gradient filter being applied in a feedback loop.
Audio Reactive Fluid Dynamics - 2014
This video shows an implementation of a GLSL fluid dynamics simulation, running
through openFrameworks. Occasionally, a force is imparted on the fluid in
response to the audio, which results in a harsh jump, with an organic movement
This is also an example of the audio reactive work I apply for shows. I aim to use
the platform of live visuals as a way for me to explore and show technical
Audio Visual Reel - 2015
Here is a sample of some other generative graphics I use during live visual
performance. The selections touch on some 3D graphics and GLSL usage, and use
FFT data from the audio to create a reactive visual experience.
ofxSeamCarver is an openFrameworks addon that I started to write while very
interested in how Adobe Photoshop's "Content Aware Scale" works. Seam carving is
an approach which removes the least significant, 1 pixel wide line from an
image. This is a basic implementation, but I have hopes to expand on it to
incorporate functionality like adding seams to make images larger, and selected