OpenGL FDTD Tutorial: Episode 2 – Simulation Cycle and Shader Programs

  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

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OpenGL FDTD Tutorial: Episode 1 – Simulation Initialization

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

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OpenGL FDTD Tutorial Introduction

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

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SFU Colloquium and Vancouver Pro Musica – Talks, Panels, Demos…

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

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Performing in Flatland @ CAA meeting 2016

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

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2D Vowels Followup – Curvature and Asymmetries

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

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2D Vowels Presentation at ASA Meeting – Who needs Area Functions?

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

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Invited Talk at Moving Stories May Residency

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

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Bela and the D-Box on Kickstarter [and they’re nailing it]

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

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2D Propagation on GPU – It all started like this…

  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.

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