NOC Week 12

I really love this little project since it combines what we learned and what we are learning. Instead of using colors, I use black and white to make the gradient feelings.

Others are just trying to review what I learned in class.

NOC Week11

Basically, this small homework just wants to enforce my flocking techniques. Thanks to Shiffman,  I learnt so much about flocking.

However, most of the project is similar to Shiffman’s video. And I learnt a lot from colorMode, fr.html.

NOC Week 09

Inspired by Shiffman’s coding challenge-terrain, I want to explore more possibilities of that.

First, instead of making the terrains flowing by themselves, I want to use the up-down arrow to control it. So that the user experience can be much better.

Second, I slightly play with the mesh and would love to use particles to simulate similar terrain effects.

[NOC] Final Project Concept(Quinn)

Title: Terrain

Description:  A simulation of 4 different terrains.


Inspired by Chinese paintings and terrain I made for my homework oscillation, I originally wanted to make a terrain with a Chinese painting style. After exploration, I developed four different kinds of terrain.

How to do it: 

  1. use particles instead of mesh
  2. use openFrameworks
  3. use sin, cos, noise, random


Daniel Shiffman Terrain



[NOC]Final Project(Quinn)




The simulation of 4 scenes showing different kinds of terrain: mountains with clouds drifting, the moon on the ocean, an unrealistic dessert and a plain with Christmas tree.


Inspired by Chinese paintings and terrain I made for my homework oscillation, I originally wanted to make a terrain with a Chinese painting style. After exploration, I developed four different kinds of terrain.

Brief Intro:

When users press different keys, the scenes will be changing. All of the scenes are made of particles and by adjust the position of the particles, different scenes are presented. The user can use mouse to move camera and change perspectives. The first scene is mountains with drifting clouds. The second one is a climbing moon on the ocean. The third one is a man wearing scarf, an unrealistic sun and desert. The fourth one is a Christmas tree with light and snow.



What I Did:

  1. Mountains & Clouds

Different from the terrain I created before, I use particles to simulate the wave of terrain. The point of the project is to adjust the position of particles so that it can have a certain shape of movements. For Mountains, I use sin, cos and noise values to make it has both the regular movements like sin but also has some irregular movements like noise. Especially, when I create Clouds, I use random to make the particles blinks.

What inspires me is what Prof. Moon does for his project. He intentionally enlarges the height differences between the top and the bottom and make the mountains climbs highly in a really short horizontal distance. What I did is to make the particles whose Y axis is above 0 move lower while the others move higher.

  1. Ocean & Moon

The interesting part of this scene is the moonlight. I simply measure the distance between particles to the center line and makes the particles randomly changes color (achieved by drawing another group of particles).


  1. Desert & Sun & Figure

The trick I use here is random. Not only random Y value of particles, but also X, Z values. Also, taking prof. Moon’s advice, I created a ridiculously huge sun and a ridiculously small guy.   The whole scene is trying to convey an unrealistic feeling.


  1. Christmas Tree & Light & Snow

As the Christmas song goes on, the Christmas Tree is lit up and snow falls down. The key of this scene is still changing Y value. So I measure the distance between the particles and the center, and lift up them.

What I Learnt:

  1. openFrameworks is really fast compared to p5 so when I have tons of particles and tons of calculations, openFrameworks definitely is a better choice.
  2. Use easycam to move camera.
  3. Compose several 3d basic shapes can have a complex 3d model like a human figure.


I want to develop it into a tool. So user can create their own pocket universe by adjust the values of X,Y,Z. Probably, I will finish further development this winter vacation.










Henry is a VR piece I’m most looking forward to. As an Emmy award-winning VR film, it definitely performs outstandingly in many aspects:

  • Beautifully animated

Admittedly, compared to VR pieces like Starwars, the animation of Henry is unflawed. It makes me think of “Allumette” whose visual design attracts me at the first sight.

  • Patented StoryStudio mix of humor and heart

When I first try to watch it, the floor position of Oculus is somehow problematic. So I stay in the basement of Henry’s house for several mins. What impresses me is that even the basement is so well-designed that I start to doubt whether Henry is gonna walk downstairs seconds later. I fail to realize it’s a bug in the first place.

  • Sit down and Watch

Different from other VR film, Henry asks users to sit on the floor and watch the whole film. And the scene in the film combines with this special watching requirement so perfectly that you feel you are actually sitting on the floor next to Henry.

  • Interactive

Though you cannot touch anything and have real interactions with Henry, you still feel the film is interactive. For instance, there’s a moment when the cake cream spills out, I almost feel the sticky things on my face. And Henry is intentionally designed to look at the user sometimes which makes users feel they are actually with Henry.

However, I still feel a little bit disappointed with Henry. Maybe is because I expect too much of him. Just a suggestion, if the friend of Henry is not the turtle but the user, it may be more impressive.

[PS4]GranTurismo Sport


Rating: 7/10


It’s definitely a good game to introduce people to VR. Since the user is sitting in the car, it’s easy to have an immersive feeling. Plus, the sound of engine adds realness maybe because it’s binary. However, it’s so easy to get bored since the interaction is simple and the duration of a round is way too long.

[PS4]Starwars Battlefront




The design is beautiful and I love the way sound effects and scenes are combined, especially the galaxy. And users can change perspectives easily. However, a bad side of this smoothly-changing perspective function is that people get dizzy. It’s so dizzy for me that I only play it for a few mins. Plus, for me, it’s so easy to die. Fans of star wars probably love it.

[Vive]Tilt brush


Rating: 9/10


I love the way it was designed. Users can use two controllers to adjust the values of brush and effects. The built-in effect of snow is so convenient for designers since they don’t have to create hundreds of snow pieces each time they use. Especially I saw artists drawing world-famous paintings like “The Starry Night” in tilt brush which is so striking in 3d version. And with this tool, designers can easily get a 3d model they want just by drawing on their own and export it out for further development.


[Vive] Allumette







  • A VR adaption of “The little match girl”, 20mins short VR movie
  • Beautifully animated
  • No interaction, but characters are scaled down enables users to see things closer and observe every single detail, also move around to explore the area
  • without a line to speak, but understandable touching plot