Engineered an immersive wall with sensing cameras and a custom UDP-based synchronization server to sync mesh deformations accross each of the three machines. This was back when one (budget-replaceable) machine didn't quite have the horsepower to drive all three HD screens.
Developed an installation allowing visotors to select and preview artwork from the Museum's special collection on their body, like a tattoo.
Not pictured here is a rigid body physics engine game presented at IDF 2011. Vance parallelized a rigid body physics engine to take advantage of parallel arrays (an advantage over web workers since the data is shared between cores) using Intel's WebCL implementation of OpenCL. Utilized linear algebra, simplicies and vector math to completely rewrite the engine's core. Rendering of meshes was done via WebGL. Above: an N-Body simulation.
Developed and designed sound-reactive animations that were displayed on moving "Calder" mobiles made of video tiles. Contracted with Performance Environment Design Group.
Game mode even has javascript-animated characters! Gameplay includes "shareable moments" and an in-app digital postcard cropping tool.
© Vance Feldman 2021