Swim for CLOUDS



A neverending, generative journey through jellyfish I made for the CLOUDS documentary. Jellyfish bodies are generated using superfomulae and consist of a textured outside mesh and an inner mesh. Flocking simulation happens on the CPU, body deformations, snow and tentacles are animated on the GPU. Tentacle animations are a simple physics simulation using ofxGpuParticles. Post processing uses ofxPostProcessing.

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