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VFX Voice - Fall 2017

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six 9’ x 9’ pods that held one person at a time for a personal immersive<br />

experience. “We go to great lengths to consider the audience,”<br />

continues Spiteri. “VR is a powerful medium and you can instill a<br />

high degree of empathy and can also scare people easily. We aim for<br />

the right level of awe. No cheap scares. No shark jumps out at you.”<br />

Rowell adds, “Exploration is the heart of what ‘theBlu’ is.” Meeting<br />

a full-sized whale, even virtually, is awesome. “The creature<br />

acknowledges you’re there and they’re there. The connection is<br />

very powerful.”<br />

According to Spiteri, reactive sea anemones and bioluminescent<br />

creatures are possible because, “It’s a combination of software,<br />

custom development of code and algorithms, and creating<br />

a simulation engine that determines how the fish move and<br />

swim.” Explains Rowell, “‘TheBlu’ code base lives in Unity – the<br />

rendering engine. It’s flexible and customizable and can achieve<br />

many different looks. We set a series of ‘go-to’ points in the story.<br />

Some parts are scripted, but the ocean still needs to feel alive and<br />

random.” Art is also critical, and the work of Academy Awardwinning<br />

visual effects artist Andy Jones was key.<br />

The Museum of Science, Boston has taken a deep dive into tech<br />

in order to excite visitors and inspire life-long learning. “Particle<br />

Mirror” opened this year, and inculcates an interest in physics.<br />

Kids and adults alike gambol in a snowstorm, bounce giant colorful<br />

orbs and frolic through pixie dust – and nothing is real.<br />

Created by Karl Sims, a digital media artist, computer scientist,<br />

and recipient of a MacArthur Fellowship, the wall-sized virtual<br />

mirror uses a Microsoft XBox One Kinect Depth Sensor camera to<br />

capture visitors’ motions and depth and project them into the AR<br />

environment. Sims, who previously founded software company<br />

GenArts, developed the systems for “Particle Mirror” using C,<br />

OpenGL and Open CL, which runs on a Linux computer with an<br />

NVIDIA GTX 1080 graphics card. Participants are led through<br />

a series of nine revolving scenarios, interacting with a changing<br />

variety of dots and spots, all following the laws of physics and the<br />

properties programmed into each. Gravity causes “snow” to fall<br />

from the top of the screens – and, just like real snow, it collects on<br />

heads and shoulders, and can be scooped into snowballs. Music<br />

enhances the magic – when particles collide different sounds<br />

are generated. “The bubbly effect makes bubbly sounds. They<br />

gurgle when pushed,” Sims explains. “The goal is to inspire kids<br />

to learn more.”<br />

The museum also houses Sims’s “Reaction-Diffusion Media<br />

Wall,” installed in 2016. He details that the exhibit simulates “two<br />

chemicals that make emergent dynamic patterns.” Consumers<br />

at a kiosk manipulate patterns projected on 24 hi-def screens.<br />

To create the effects, Sims used a consumer-gaming piece of<br />

hardware: a graphics processor on Linux machine with 2000<br />

processing cores and 11 processing GPU.<br />

Museum of Science, Boston develops most things in-house with<br />

a dedicated nine or 10-person team, including a 3D designer, a<br />

physical manipulative engineer, software developers and builders.<br />

According to VP of Exhibition Development Christine Reich,<br />

special effects excite and engage people in learning. “Neuroscience<br />

is now teaching us that emotions are the starting point for<br />

TOP and BOTTOM: “Particle Mirror” is now on display at the Museum of<br />

Science, Boston. Participants are led through nine revolving scenarios,<br />

interacting with a changing variety of dots and spots, all following<br />

the laws of physics. In the “snow” simulation, visitors collect the<br />

falling particles, toss them around, or sweep them off the floor as they<br />

accumulate. In the “blue sparks” simulation, a “trails” effect makes the<br />

“sparks” look like they’re swimming through swirling liquid. Particles<br />

generate different musical chords when pushed. (Photos courtesy of I/O)<br />

FALL <strong>2017</strong> <strong>VFX</strong>VOICE.COM • 9

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