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works tagged with opengl
LG Advanced Learning (2008)
My part in this project was inspired by a piece "pinch" which i had been emailing around at the time.
I worked with Jake Seargeant, 3D artists, and director Carl Erik Rinsch at Digital Domain to create the light effects for this
commercial about little robots who have a party while the owner...
A game demo where the player changes the terrain by laying down blocks, then presses go and watches the avatar walk forward, bumping
into walls, and eventually reaching the heart and completing the level. When I first began writing this, I was trying to create
a game that introduces basic com...
kalmac camera processing (2004)
A series of 7 camera view treatments that I probably did at ITP.
When I went to Fabrica, I shared my source code with
Joel Gethin Lewis and he quickly understood it. Shortly after,
Joel went on to work with United Visual Artists. To interact with this piece,
move the mouse ...
Black Eyed Peas: Boom Boom Pow (2009)
Code was written at Motion Theory to generate content and effects in the Black Eyed Peas' Boom Boom Pow video. Amongst this
highly collaborative effort were two other code artists: Keith Pasko and Ryan Alexander. After the video was finished,
Keith and I went on to collaborate again ...
This is a software art birthday present for my friend Mike Knapp in San Francisco.
The jelly physics bubbles react to the mouse clicks, and overlap like stained glass.
I did the piece during a time when I was obsessed with balloons.
Press the 's' key to render one still frame to disk as a P...
Pinch is a hypnotic and inspiring aesthetics exploration toy that allows the player to easily generate many kinds of abstract shapes. A virtual sheet is made from free-floating physics masses. Click in different places to apply forces making the masses move towards that area of the screen, hence "p...
Modest Mouse Dashboard (2007)
This music video turned out to be a unique family effort, rewarding in
the end. A couple of the island shots feature the pop celeb's face
rendered by our custom after effects plugin, Pixel F. Meanwhile
indoors, Gabriel takes a simple springy spider web I had set up and
activates it artistically usi...
HP Paulo Coelho (2007)
For Paulo, finger trails of personal photos dissipate like horse hair
underwater. My C++ JImage object is born - something that allows pixel
addressing that can also update its display list cached textured unit
rect. I later based a hair style on this aesthetic. It was a pleasure
to collaborate on ...
jttoolkit to OpenFrameworks (2007)
Jttoolkit is a C++ system for Processing artists. Actually,
OpenFrameworks is probably going to do a much better job at this than
me, so let's all get on that boat now. And for Gabe, it was really
more about the cleanly managed dependencies. Cygwin and MacPorts have
been absolutely a headache f...
withDRAWal is a series of ten interactive scribble styles commissioned by
Graham Peet of The Public in West Bromwich, England. I programmed and tested the whole thing at Beit T'Shuvah.
Each mode responds to the scribbling input in a different way.
In writing this software using ...
My friend Josh Gallant sees looping corkscrews when he closes his eyes. Now you can too with this
application for fiddling with a cycling spiral form. The application features high resolution image export,
and a fullscreen view. Often times when I work in a production environment, I'm just makin...
Verizon FiOS (2010)
CHARLEX requested different kinds of wormhole animations for a
TV commercial about Verizon FiOS. Video elements would be
placed inside the wormhole as it progressed towards the O in
FiOS. As I worked remotely, my on-site counterpart was Fabian
Tejada who learned to tweak the app and produce re...
ShyB: The Run (2010)
This was a triple music video for hip hop artist Shy B. The videos string together to form
a short film.
I did more traditional CG chores than I'm used to for this project. Normally, I'm
hired to take care of the generative elements that need a code
artist. This time, I did the 2D/3D rotos, ma...
Another project with Gmunk, I did an AutoTrader spot at Black
Swan that featured a generative neuron network. I got to
write a voxel volume exporter for closed geometry (using
even-odd ray casting), and more importantly, I started
exporting my art to OBJ and FBX so that it could be
Tron Legacy (2010)
I spent a half year writing software art to generate
special effects for Tron Legacy, working at Digital
Domain with Bradley "GMUNK" Munkowitz, Jake Sargeant, and
David "dlew" Lewandowski. This page has taken a long
time to be published because I've had to await
clearance. A lot of my ...
LG Optimus Launch Conference (2010)
I worked with yU+Co on this spot featuring a globe of dots
connecting up. I was very happy to see how creatively they
composited the renders - using my simulation in ways I never
expected. The system was easy to write since it resembled
older work. It was great to collaborate online with yU+C...
Gatorade - Inside Crosby (2007)
For this rich scene of what's going on inside an athlete's head, Mark Kudsi had me writing C++ code to generate slowly growing neurons into a stretched screen 'topiary'.
An adhoc rendering cluster was used to quickly render random seeded versions as we evolved the style into the fantasy vision
Buick - Behind The Beauty (2010)
For this project, we tried a handful of intelligent particle
techniques. One of the approaches was to have me write a
renderable simulator in OpenFrameworks that could fuse our
specific mix of generative diagrams, numbers, shapes, and
line-art into a magical fantasy breeze. The app ...
IBM Data Baby (2010)
This project required a lot of research demo programs. The
job holds the new record for most code artists (8) hired on
one MTh job. Our apps began receiving animated curves from
maya, we introduced a new speed-optimized OBJ sequence file
format, and we continued to accumulate maya ex...
Bud Select - Just a Game (2007)
For this superbowl spot, I had another amazing collaborative coding
experience with Gabe Dunne. The approach was different in high level
regards. Our generative renders were being used as concept for other
artists to flesh out into several shots and variations. We were also
coasting on a sufficient...
GRL Graffiti Brush (2007)
I shared a hotel with knights of Graffiti Research Lab (GRL)
et. al. in Barcelona whilst showing at offf 2007. At one point, I
coded this brush that turns a few mouse drags into a randomly
generated bubbly blingy style. The brush code was then massaged into <a
DMALab Logo Installation (2001)
Screen Installation for the grand opening of DMALabs (Sept 24, 2001), running on 4 screens in a curved display case built by John Ruppel.
Six visual interpretations of the logo spin about the screen, alternating every few minutes.
OpenGL Sketches (2001)
These are a few openGL experiments. They were not meant as finished pieces, but merely practice exercises. Each executable program shows
an animated 3D object, drawn by code. "Cubewalk" is interactive - type A,S,D,and W.
Maya Smooth View Plugin (2001)
Concerned with the quality of my 3D animation screen shots, I wrote this experimental plugin that enables smooth lines in the Maya model
note: only works in Maya 3
Creative VECTOR tool re-writes (2001)
Vector - A series of creative variations on a vector
path tool, commonly found in vector graphics software
like Illustrator and Freehand. Vertices are allowed to
behave in ways which celebrate the act of drawing a
shape by laying down points. These are part of a
larger series, in which ...
Interactive Hills (2001)
Four aesthetic video games, in which one traverses a 3D scene with
keyboard arrow keys, while the ground slowly raises up from
below. These are not intended as "terrain design" software,
so much as they are one exploration in relationships between movement,
and a possible spatial artifact...
Textension: Word Processor Variations (1999)Textension was a collection of 10 interactive experiments in making creative variations of word processing applications. It was my
response as an artist to the way programmers always use the typewriter metaphor when they are creating a typesetting application. Textension
combines the metaphor ...
Web Cam Kaleidoscopes (2001)
Kaleidoscopes that manipulate real time video input from a commercial
"web cam." Click to alternate between mouse-controlled and
BLUR Creative Photoshop re-writes (2001)
Five creative variations on blur, as in the "blur" tool found in common pixel graphics editing tools. These were part of an independent study with Professor Rebecca Allen in which I made post-tool-software and post-video-game art.
Re: Shadow (2002)
Passers by encounter a display made from finely combed sand, reflecting expressive "shadows" of their bodies. This artificial shadow
system intends to ask questions of designer intervention with nature, and aesthetically explores commonly seen polygonal body form outlines in a
The n0time Saver (2002)
A PC screen saver that communicates with other screen savers via internet, slowly building a sculptural object on the screen. Working closely with
the UCLA DMA chair to adapt a concept from her original n0time installation into this new delivery format, I made a screen saver, network server,
This series of seven interactive musical compositions is intended for serious play and wonderment about tools. Each piece is an abstract visual sound scoring language capable of playing itself back as the user gives input. The series is several attempted embodiments of my conceptual response to a r...
HP Pharrell (2006)
had the great honor of doing (more) algorithmic particle artistry with
Motion Theory to produce this stunning new HP commercial, for their
"The computer is personal again" campaign. Spinning spools of
typographic smoke, shaking the pixels off shoes, and of course, a
swarm of gratuitous abstract coo...
Nike 'One' (2006)
Motion Theory's workflow of the Nike 'One' commercials did not just benefit from an applet programmed by one of the team members. This time, the core workflow became a team of four visual programmers risking carpel tunnel to generate a diversity of floating engineering graphics using every trick in...
Phonemoneme is an expressive simple-rule-based toy or musical instrument or game, like BallDroppings. It uses both the keyboard and the
mouse to play. In it, my handwriting moves through space, interacting with four colored bars. These adjustable bars affect motion in different
ways. Each graph...
Benetton / Fabrica : Rippling (2004)
The Interactive Media Department of Fabrica at Benetton was lead by Andy Cameron of Antirom and Romandson fame. I managed
to create a few media experiments targeting retail storefront window displays - getting the attention of passers by.
This is a screenshot of a video application that records ...
UCLA Design Exhibit Kiosk (2002)
The kiosk interface for showing the student work at the UCLA Design | Media Arts Undergraduate Exhibit 2002 was a rotating 3D conception
of the postcard announcing the exhibit. Viewers dragged the screen to turn the object, then clicked on the text items to launch interactive
student works. The ...
Motion Paintings Software (2002)MotionPaintings was a system I built in
collaboration with artist, Rebecca Allen, based on the
terrain mapping from her emmersive environment,
Emergence. It allows her to easily create a looping
keyed path of 3D cameras, intended for motion-tweening
at the speed of growing plants. The idea...
A computer screen shows the Earth floating in outer-space. Slowly, as the computer receives and sends Internet data, this model of the Earth
folds itself to bring the two countries closer to one another. I hope to illustrate the post-regionality of online community through contorting
MIT Media Lab Research with ACG (1999)I received the indescribable honor of being invited by John Maeda to join the Aesthetics and Computation Group at the MIT Media lab
for a summer, as an undergraduate researcher (UROP). The experience changed me forever. I helped to develop the Design By Numbers system, made
them a pretty font ed...