Noised Room(vr)

There are two different noise operators compressed into a square plane and two cube shapes. Using FADR, the chosen song is divided into layers, with each layer providing reactivity to different parameters of the noise operators. To minimize FPS issues, dual colors are used. The resulting fixed square planes are positioned to mimic a mirror image. Small parts of the overall scene are placed in front of, below, and behind the user to emphasize the relationship between near and far. Interactive interventions can be made to the visual structure via a console.

There are two different noise operators compressed into a square plane and two cube shapes. Using FADR, the chosen song is divided into layers, with each layer providing reactivity to different parameters of the noise operators. To minimize FPS issues, dual colors are used. The resulting fixed square planes are positioned to mimic a mirror image. Small parts of the overall scene are placed in front of, below, and behind the user to emphasize the relationship between near and far. Interactive interventions can be made to the visual structure via a console.

There are two different noise operators compressed into a square plane and two cube shapes. Using FADR, the chosen song is divided into layers, with each layer providing reactivity to different parameters of the noise operators. To minimize FPS issues, dual colors are used. The resulting fixed square planes are positioned to mimic a mirror image. Small parts of the overall scene are placed in front of, below, and behind the user to emphasize the relationship between near and far. Interactive interventions can be made to the visual structure via a console.

There are two different noise operators compressed into a square plane and two cube shapes. Using FADR, the chosen song is divided into layers, with each layer providing reactivity to different parameters of the noise operators. To minimize FPS issues, dual colors are used. The resulting fixed square planes are positioned to mimic a mirror image. Small parts of the overall scene are placed in front of, below, and behind the user to emphasize the relationship between near and far. Interactive interventions can be made to the visual structure via a console.

Noise
Hold
Geometry

Audio Reactive Op's

Structure

Constant
Ramp
Noise

Hardware Req.

Nvidia RTX 4070(or higher)
Meta Quest 1(or higher)

3Gbps Type-c cable

Audio Analysis

Audio Analysis

Audio Analysis

TD Network

TD Network

TD Network

TD Tutorials

Other Works