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A performer creates music-driven visualizations in real time
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By Karen Moltenbrey
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Performance artist and electronics innovator Mobius 8 is using
technology from 3dMaxMedia to create a new genre of music video
that incorporates interactive 3D objects into scenes that are
generated in real time to live music.
Photo courtesy Srini Vasan. |
No performer, past or present, has created moving music in quite the
same manner as twenty-first century instrumentalist Mobius 8, whose
cutting-edge sounds are being used to generate real-time interactive 3D
visual effects. John Laraio, known as Mobius 8, displayed this unique
music video capability during his live stage performances with pop rock
band 'NSync during its 2001 global tour. "The ability to translate my
music into a visual display gives me the power to actually play the
graphics, lights, and video for the audience," says Laraio.
Using Zuma, 3dMaxMedia's real-time graphics performance technology, Mobius
8 translates audio into visual motion as he controls 3D images, video,
lights, and lasers with both his gestures and the audio frequency
generated from his customized instrument, the Hydra, which uses infrared
light beams. Mobius 8 plays the interactive spatial instrument, which he
developed himself, by moving his body with in specific areas. The motion
controls the audio output and produces and alters the visual effects.
Every composition performed by Mobius 8 is accompanied by a matching
composition of shifting and morphing images that move to the music. So
when he takes the stage, Mobius 8 resembles a conductor, whose graceful
yet energetic movements produce a heightened sensory experience. "The
combination of sight and sound is incredible," says Jimmy Hotz, chief
visionary at 3dMaxMedia.
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The ensuing 3D imagery is rendered in real time, so the visuals are in
harmony with the music, and projected onto a large LED screen above the
stage. "The result is a harmonious visual confirmation for the mind's
eye, connecting what you see on the screen with the sounds you are
hearing. Subsequently, the audience receives a more amplified and
fulfilling experience," adds Hotz.
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Laraio conceived the idea of controlling invisible frequencies of light
so they respond to motion and produce wondrous sounds. Yet it was the
technical wizardry of Hotz, a record producer, engineer, musician, and
inventor, who linked those sounds to imagery through Zuma. "I did not
know of any 3D graphics engine that allowed every parameter and every
aspect of a visual to be generated in absolute real time," Hotz says.
"So I put a team together to explore whether current hardware
technology was mature enough to accomplish this type of real-time
manipulation within the 3D world." Hotz's approach was to treat every
element within the 3D graphics world as if it were an object in the
musical universe-in essence, having the imagery follow the same cycle as
musical "envelopes," where a sound rises and falls (known as
attack, decay, sustain, and re lease). "So if I have a 3D object,
such as a cube, and I want to expand its size, I do that by manipulating
the sound through visual envelopes," he explains.
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As Mobius 8 plays the Hydra, the customized instrument responds
to his physical gestures to create visual effects that are
synchronized to the music.
Photo courtesy Jimmy Hotz. |
This concept became tangible when 3dMaxMedia (San Jose, CA) created
Zuma, a commercially avail able real-time graphics engine that
incorporates WildTangent's Web Driver technology, typically used for
Internet gaming and 3D Web development. "I looked at every product
that was available for real-time manipulation of graphics. There are some
amazing game engines, but most of them require a tremendous amount of
system memory, which wasn't practical since we had planned to make Zuma
available over the Internet," says Hotz.
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Although the WildTangent Web Driver played a key role in creating Zuma,
the majority of the technology had to be invented from scratch by Hotz.
"[At the time] no one had really pursued the type of manipulation in
the graphics world that we wanted to accomplish through audio," Hotz
notes.
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Hotz created the 3D images used for the concert tour using Zuma's
built-in editor, although Zuma accepts other 3D software and image
formats, including Discreet's 3ds max. The parametric models were derived
from algorithms generated inside of Zuma, which resulted in pure
polyhedral classes of objects.
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These 3D images, created in 3dMaxMedia's Zuma software, spring to life
as they move and morph in harmony with the music. The result is an
engaging experience of coordinated sights and sounds.
Images courtesy Jimmy Hotz and 3dMaxMedia.
"These classes seem to be infinitely variable yet maintain a
magical symmetry," says Hotz. "The symmetrical beauty is de
rived from the pure mathematical nature of the models, which makes them
lightweight and highly optimized for the demanding task of real-time
manipulation."
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The geometric objects were then textured with a variety of images,
including video footage residing on the computer hard drive, real-time
video coming into the Firewire port, and still images such as those edited
in Adobe Systems' Photoshop. Ac cording to Hotz, the textures can be
applied to the entire object or to a single face of the object, whether
it's a cube, flat plane, sphere, or something Hotz de scribes as a
"unique spirit-like object that defies explanation."
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When composing the scenes, Hotz first created the background object,
typically a plane or a sphere, which he then textured with a nature scene
or star field. In the foreground, he created another object, such as a
torus, that could be spun and viewed from various angles.
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To create this series, the artist first placed a 3D geometric
image of a torus inside a sphere. Then, the incoming audio and
real-time control gestures of the musician were connected to a
number of special generators, which controlled the geometry of the
torus and its kaleidoscopic texture. |
"Most of the interesting manipulation is done with the foreground
objects, so that's where you can really achieve some interesting results
by using different textures, such as a rainbow gradient, video clip, or
animation," says Hotz. "You can take traditional pictures of
just about anything, place them on a kaleidoscope object, connect a few
manipulators, and the outcome is amazing."
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One challenge was choosing the types of scenes for the concert that
would be aesthetically pleasing in the large concert arenas. "Things
can look totally different on a computer screen than they do on one of the
world's largest LED video screens in a giant stadium venue," says
Hotz. To resolve that issue, he visited the Louisiana Superdome, where 'NSync
and Mobius 8 practiced prior to touring, so he could tweak the original
images and scenes based on their appearance in the larger setting.
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During the concert tour, the images were projected onto one of the
largest LED screens made. Driving the visualizations was a 1.4ghz Pentium
4 with an Nvidia GeForce 2 card, which automatically rendered the images
to the required resolution. Typically, resolutions of 1280-by-1024 or
1024-by-68 pixels are used, but for the NSync tour, the images were
rendered at 640-by-480 pixels because the video mixer was converting the
graphics to this resolution.
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"At first I wondered if this resolution would be high enough to
look good on such a large screen, but the venues were so huge that most of
the audience was seated far enough away to not perceive the individual
pixels, and the images looked great," says Hotz.
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Once Hotz created the basic images, he programmed the properties that
would be manipulated, from opacity to proportion to cam era angle to
lighting (brightness, color, position, etc.). "Every possible image
parameter or primitive can be programmed for real-time manipulation,"
he says. "In one scene, I created a torus and devised a formula so
the object could be manipulated in such a way that the result was
something that looked like a living creature rather than a doughnut.
Through this type of manipulation, you are no longer limited by an
object's pure geometry."
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Two highly modified geometric models travel in front of the camera as
it sweeps through this cityscape. The objects change shape, size, and
opacity as they twist and turn in response to the music and control
gestures of Mobius 8, which also manipulate the camera and lighting.
The parameters were then linked to a controller, which manipulated the
object in real time, at about 30 frames per second. In the Mobius 8
performances, the audio frequency is generated by the musician's Hydra and
MIDI (musical interface digital interface) through his gestures, which act
as the controllers. Therefore, as the amplitude of a particular audio
frequency rises and falls, the value of the parameter to which it is
assigned changes and transforms the object, thereby altering the object's
appearance in real time. So, if the object's opacity is programmed to
respond to a specific audio frequency, then the object will grow in
visibility as that frequency's amplitude intensifies, and be come less
visible as the frequency's am plitude decreases.
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"This is different from a typical key framed animation because
each variable has its own time domain that can be altered on the fly while
it controls a sequence of action. A keyframed sequence has a specific
timeline, whereas this type of movement can be controlled and changed at
the very moment it is happening," explains Hotz. "That's why the
objects created with Zuma behave like living creatures-every aspect is
constantly moving, growing, changing, evolving."
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According to Hotz, manipulating imagery in real time positively affects
the creative process. Since the changes occur so quickly, there is a
direct link back to the mind that connects the visual feedback to a
specific gesture or sound. "It takes the creative process to a whole
new level," Hotz says. "You no longer have to think about an
action, make static frames, and have the computer interpolate the
animation over time before seeing the result. I can change my approach
based on immediate feedback if I see that something especially interesting
is occurring."
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Although dramatic changes can be made to the images, the underlying
thread of the visual content remains intact. "[The visuals] at every
concert are different in the same way that live music differs each time a
song is played live," says Hotz. "It can vary greatly if the
musician plays a tune far differently than he usually does. The musician
is in control of the visualizations. And the result is serendipity."
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Some musicians write down notes one part at a time and then have other
musicians perform the piece along strict guidelines without much
improvisation, which is similar to how traditional 3D graphics are
created. Others simply pick up a guitar and create songs as the
inspiration leads them. "Zuma enables a visual artist to create and
improvise in real time, which is how these graphics were created,"
Hotz explains. This type of creative ability is not limited to live stage
performances. In fact, Hotz predicts that the technology soon will spur a
whole new genre of prerecorded music videos.
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Although millions of people witnessed Mobius 8's visualization
performances during the concert tour, few probably realized that the
musician was controlling the imagery in real time. "I don't think
people appreciated what was happening," notes Hotz. "It was a
breakthrough event in the music world. Mobius 8 is the first of what will
be a whole new type of performance artist."
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And based on reviews of the concert tour, it's obvious that Mobius 8's
concert performances were quite moving.
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Karen Moltenbrey is a senior associate editor at Computer
Graphics World.
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Computer Graphics World November, 2001
Author(s) : Karen Moltenbrey |
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