Viral Rival: Procedural Animation
July, 2017.
I created the real-time procedural animation experiment seen below as a cursory initial introduction to the use compute shaders in Unity 3D, via the mighty Keijiro Takahashi whose GPU accelerated, object array animator concept formed the basis of the implementation here.
The results have me wanting to dig deeper for sure and as Keijiro works for Unity in an R&D capacity I believe, I suspect there is a good chance we’re going to see some developer API additions in the not too distant future to further support the process
Accompanying audio by Gescom/ae.
Roles: Designer, Developer, 3D Artist.