2007
Realtime Iridescence
So Yamaoka
keywords: GPU iridescence, soap bubble, morpho butterfly,
This is a project for Prof. Henrik Jensen's graduate computer graphics class. Single-layer iridescence (i.e., soap bubble) and multi-layer iridescence (i.e., morpho butterfly) are implemented on GPU. Full spectrum (10 nm intervals between 380 nm to 780 nm range) and its 3-color RGB approximation are experimented. Soap bubbles are modeled using point sprites for both appearance and performance improvement.
This project is ported to CGLX and has been one of the standard demos for HiPerSpace (a huge tiled display system at UCSD GRAVITY lab.) This is also exhibited at nVision 08.
2006
Listener 6, An-Tei
So Yamaoka
keywords: installation, interactive art, audio-visual, autonomous behavior, hierarchical flocking,
not yet..
An-tei was the last half of my master's project at ACE at UCI. Advisors were Simon Penny, Chris Dobrian, Cristina Lopes.
2005
Scientific Visualization
So Yamaoka
keywords: scientific visualization, iso-surfacing, marching cube, force field visualization, ray casting,
This scientific visualization software implements some visualization techniques including iso-surfacing (with marching cube algorithm), ray casting, and particle-based force field visualization. The interface was built using FLTK.
The software was developed in the scientific visualization class led by Prof. Falko Kuester at UCI.
The Virtual Raft Project
Bill Tomlinson, Man Lok Yau, Jesse Gray, Eric Baumer, Jessica O'Connell, Ksatria Williams, So Yamaoka, Sara Goetz
keywords: installation, interactive project, synthetic character, heterogeneous computational devices,
The folling is the excerpt from Prof. Tomlinson's website. Please visit his site for more information.
"The Virtual Raft Project is a multidisciplinary undertaking seeking to create communities of believable autonomous characters that inhabit heterogeneous networks of computational devices. In particular, the project is interested in allowing the characters to break the plane of the traditional desktop screen. To this end, we have designed an interactive installation featuring a novel tangible paradigm for interacting with the characters. This paradigm involves the use of a mobile device, such as a Tablet PC or handheld computer, as a "virtual raft" by which a character may be transported among several virtual worlds. By enabling the character on the raft to react in real time to the raft's motion in real space, this installation encourages participants to become physically engaged with virtual characters. We believe that this physical engagement can lead to an increase in the believability of the characters."
more info: http://www.ics.uci.edu/~wmt/virtualRaftProject.html
2004
Camouflage Butterfly
So Yamaoka
keywords:
This small software demonstrates synthetic butterflies capable of camouflage in real time. A butterfly smoothly changes its color to resemble a nearby texture-mapped plane. Each butterflies have a 3-bit flag where each bit corresponds to its camouflage capability in hue, saturation, or value in HSV color space. There are 8 possible types of butterflies, including the original.
Listener 1, Fountain
So Yamaoka
keywords: installation, interactive art, audio-visual,
Fountain is responsive audio-visual software focusing on the direct interaction between the software and people. The software translates the incoming audio signal to the visual representation that looks similar to a foundain. The sensitivity of its 'ear' adaptively increases/decreases based on how noisy the environemnt is.
Fountain was the first half of my master's project at ACE at UCI. Advisors were Simon Penny, Chris Dobrian, Cristina Lopes.
Talking Instrument
So Yamaoka
keywords: Max/MSP, vocoder,
Talking Instrument is basically a phase/channel vocoder to overlay human voice to an instrument. The software, my first work in Max/MSP, is produced for the DSP class led by Prof. Chris Dobrian at UCI. Max/MSP is a unique visual programming tool and is especially good at audio processing.
It sounded rather nice, so I put some of them in here. The complete Max/MSP src code is available as well.
2003
Music-driven Motion Editing
So Yamaoka
keywords: music-driven motion editing, audio-visual, motion capture,
This non-realtime software spectral-analyzes both mocap (motion-captured) data and music, and modifies the mocap data in response to the musical features. The extracted musical features are rather simple such as strong percussive sound. The mocap data expands or contracts, and new motion features are added based on the extracted muscal features.
Improv Dance
So Yamaoka, Carrie Smaczny, Eric Cho, Jeffy Hill
keywords: motion capture, animation, improv dance,
Motion-captured improv dance is reincarnated as a computer animation. Dancers perform the improv dance while listening to the composed music. The work was presented at UCI Dance Film Festival in 2004.
2001
Music-driven Animation
So Yamaoka
keywords: music-driven animation, audio-visual,
This is a 3D audio visualizer. It picks up sound from a microphone, analyzes it (by FFT and spectral analysis), and maps it to an animation.
This was my very first audio-visual software. It ran in realtime on SGI O2 R5000. Written in C with OpenGL.
2000
Pako
Masahiro Fujiwara, Yasuhiro Yamazaki, Yuuichiro Goto, So Yamaoka, Taichi Nakajo, Hiroaki Mano
keywords: installation, interactive project, audio-visual,
Pako is a networked metal box equipped with a small LCD and an accelerometer. The physical movement of Pako influences the virtual world displayed on the LCD. Pako is a funny way of saying a 'box' in Japanese.
I was again in the same role as in VSHH project (see below), which was a 3D artist. In addtion to creating in-game 3D obejcts, I've composed a piece of background music as well, just for fun. Pako was exhibited at Japan Expo in Fukushima 2001.
1999
Virtual Sound Horror House
Masahiro Fujiwara, Yasuhiro Yamazaki, Yuuichiro Goto, So Yamaoka, Taichi Nakajo, Hiroyuki Haga, Makoto Naito, Eiji Hamatsu, Hiroyuki Endo.
keywords: installation, interactive project, game, virtual reality,
VSHH is VR (Virtual Reality) game software. The goal of the game is to explore a 3D 'horror house' and to escape from an insane occupant of the house. Up to two users could play together using a joystick and a HMD (head-mounted display). Two players had to cooperate with each other since a player's movement was influenced by the other player.
I was leading the 3D art team. We created in-game 3D arts and produced a promotion video. VSHH project was funded by the Aizu-Wakamatsu city and was exhibited at the expo to celebrate the centenary of the incorporation of Aizu-Wakamatsu as a city in 1999.
This project gave me a lot as it was the first big project I was involved with. I was very lucky to be in the group of these brilliant people.

