TECHNICAL ARCHITECTURE

How the final system works

Cross-section of the completed application. Each diagram represents a layer of the system. Interactive diagrams let you explore states, pipelines, and branching.

Application state machine

Five canonical states drive the visitor's path through the work. Click a state to see what runs inside it and how the system transitions to and from neighbouring states.

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The eleven-step fluid simulation pipeline

Every frame the PIC/FLIP solver runs twelve compute steps that move the particles, transfer to the grid, solve for pressure, and transfer back, accepting mouse and audio-driven forces at specific stages.

Deferred rendering with five passes

Geometry, occlusion, shadow, composite, and antialiasing each run in their own pass, allowing the composite stage to combine surface data with audio-driven colour without re-rasterising the scene.

Thirteen-track audio zone system

Field recordings are organised into categories, which are in turn routed to spatial zones inside the scene so that sound and space track each other.

Three visual branches of the fragment shader

The composite fragment shader chooses one of three output paths based on uniforms set by the region: bioluminescent, crystal, or default HSV.