Vertigo ⅱ

Vertigo ⅱ

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In the 20th century, it became possible to create virtual 3D spaces using CG.
However, even in abstract works, objects are still placed in three-dimensional space. This is an imitation of the spatial structure of the real world and allows us to show alternatives that are not possible in reality. First, a programmable shader is used to apply ray marching to the space itself, which causes dizziness. It is no longer possible to discern the dimensions of the output image. Furthermore, by placing a large number of abstract and dynamic objects in space and applying ray marching to them, the traditional figure that objects exist in 3D space is destroyed as a result.
Furthermore, in sound, a dynamic sound source is simply attached to an object (I used traditional Western instruments to emphasize the effect below), but by dynamically switching between a real-world simulation called the Doppler effect and an algorithm that makes the sound louder as the object gets farther away, we realize "anti-simulation" in simulation of real-world. This also causes a dizzying effect against the normal nature of sound in the 3D space.
I manipulated sounds and images improvisationally and composed this electroacoustic piece. I sculpted these sounds using single EQ and added pitches for making climax, however I did not use de-clip plugin, because this camera teleports at both random time and random positions, so clip noises caused in that timing are very important and necessary elements for our concept – “objectification of sound”.
the results are truly dizzying and can definitely realize the “Vertigo".