Here we go, the second episode of my tutorial on how to implement real-time physical modelling synthesis on the GPU, using C++ and OpenGL shaders. The first episode can be
Welcome to the first episode of my tutorial to implement real-time physical modelling synthesis on the GPU, using C++ and OpenGL shaders. More context can be found in this introduction. We’re
This post is an introduction to a 3-episode tutorial that explains how to implement real-time physical modelling synthesis on the GPU, using OpenGL shaders. It is part of a full paper titled
Fall 2016 has been an important period for DIGITAL_DUETS, for both development and dissemination. While I’ll save updates about technical stuff for another, later, beefier post, here I’d like to
Finally some music! Last week I played a show with Arvind Vasudevan [one of the students I work with/co-supervise] and Sidney Fels [the main professor I work with], showcasing a
As introduced in this post, I am currently exploring novel ways of representing 3D Vocal Tract [VT] geometries in 2D, by means of extending the base concept of area function. This is
This is a long post. I don’t like long posts, but it’s research, so it is motivated. In 2 days I’ll fly to Salt Lake City [Ut] to join the
I have been invited to give a talk at the Moving Story May Residency that will take place May 24th-28th at Emily Carr University, here in Vancouver. I am scheduled for Thursday
Bela, the ultra-low latency audio and sensor platform that was inspired by the Hackable Instruments project, was officially launched on Kickstarter some days ago. And it is already fully funded, including
It all started like this, with a puff of air. This little gif is the result of my first real-time simulation of pressure propagation in open space.