A performer creates music-driven visualizations in real
time
By Karen Moltenbrey
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.
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.
Sights and Sounds
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.
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.
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.
Creating a Scene
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.
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."
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."
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.
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."
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.
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.
"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.
A Manipulator
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."
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.
"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."
Real-time Effects
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."
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."
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.
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."
And based on reviews of the concert tour, it's obvious that
Mobius 8's concert performances were quite moving.
Karen Moltenbrey is a senior associate editor at
Computer Graphics World.
Computer Graphics World November,
2001 Author(s) : Karen
Moltenbrey