kyleprather@gmail.com

Procedural Content

A procedural graph-based approach to creating content. Each bunch of prisms is generated from a graph-based “description” of the bunch, which is then repeated along the grid using location as a pseudo-random seed. This project is the result of work assigned to us by guest lecturer and professor Kim Goossens from the Breda University of Applied Sciences. I Procedural Content

Facial motion capture with Faceshift

Playing with Faceshift this morning, it’s a 3rd party facial motion capture package. It matches a set of depth camera-mapped expressions to blend shapes in a pre-animated rig. The pug and the orc come with the package.      

Wikipedia scraper and visualizer

Demo Here! It scrapes a topic on Wikipedia (in this case the top 100 recording artists), and then parses and visualizes targeted pieces of the content. The page in this example is “Best-selling music artists”.  

Interactive three.js demo

This was a soft introduction to three.js. Three.js is a low-overhead wrapper for WebGL in HTML5. Demo Here! Use the arrow keys to push a little cube around on a bounded surface. The source consists of the following bits, as well as a few others you can see in the source… Event listeners for the arrow keys: Three.js scene initialization: Addition Interactive three.js demo

Procedural doughnut – a computational sculpt…

A procedural “description” of a doughnut, whose properties are randomly seeded. This is a graph-based approach using SideFX software’s Houdini. The benefit of building procedural  content is that we can create infinite unique instances of the ‘idea’ that a graph describes.