Ke Jyun Wu's Second Nature project employs the Verlet integration method to simulate phantasmagorical grass.
Check out Second Nature, a surreal projection mapping project by Visual Designer Ke Jyun Wu that transforms trees, grass, clouds, flowers, and water into a phantasmagorical experience.
Powered by Unity, the simulation's core algorithm is based on the Verlet integration method, commonly utilized for rope and cloth sims. According to the artist, all calculations are performed via a compute shader, with the final data stored in a graphics buffer and sent to the VFX Graph. The scene is rendered in real-time, with each blade represented as a particle and a stripe in the VFX Graph. The Particle ID corresponds to the blade, while the Strip ID indicates the blade's index.
"Through this fantastical digital journey, I hope viewers will be filled with awe and contemplation, re-examining their understanding of nature and exploring new possibilities where technology and nature intertwine," comments Ke Jyun Wu. "Here, the poetry of nature and the power of technology merge, sparking boundless imagination and anticipation."
At the moment, the project is displayed at C-LAB FUTURE VISION LAB 2024, so if you're reading us from Taipei City, Taiwan, you can check it out yourself until December 22, 2024.
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