Particle Simulation Studies
or: frankenstein audiovisual thingy majiggy









I know we are all supposed to use TouchDesigner these days - blob tracking for days as the canon aesthetic - but I'm hacking and slashing Three.js particle simulation examples into something of my own instead.
The idea: particles moving through mathematically-defined fields inside 3D volumes. The boundary geometry varies - spheres, octahedra, saddle surfaces - and the interior behavior is driven by vector fields derived from implicit surfaces, specifically Schwarz-P minimal surfaces. These are triply-periodic structures that tile through 3D space. The particle flow through them is computed using curl noise, which produces a divergence-free vector field - meaning particles flow along it without bunching up or disappearing into sinks. In theory, anyway. Whether the implementation is actually doing what it should, I won't know until someone who knows the math better looks at it.
The renders here are parameter studies - different boundary geometries, flux rates, and field modes producing visibly different behavior.
Audio-reactive layer is planned but not there yet.