Hello. I am Isaih Porter,
a creative producer with
These are some of the technologies that I use to create:
This research examines the increased performance of large-scale particle simulation on the Graphics Processing Unit (GPU) against conventional implementation on the CPU. In first semester, my partner and I developed a particle simulation program using a Compute Shader on the GPU to calculate particle motion with a 3D Simplex noise algorithm. The current implementation shows around 60 frames per second (FPS) in 4K resolution for about 8 million particles of a point primitive type as well as a quad sprite model. The performance gain over the equivalent version on the CPU is about a 200x speedup in frame rate. Both the CPU and GPU versions of the program were created using C# and HLSL with Unity and DirectX. We deployed this program for the art installation of The Posture Portrait Project at Connecticut College to achieve an image-dissolving visual effect where each particle is generated from image pixels (video coming soon). We have also implemented a boids flocking algorithm using the GPU using C# and HLSL (video below). This particle motion requires significantly more computation than Perlin noise as each particle will need to be aware of each other particle’s location. We ended up with three versions of boids flocking with differing levels of CPU/GPU involvement-- one version where boids were rendered as GameObjects, as sprites, and as polygons. The GPU used for testing both particle systems was an Nvidia Geforce GTX 1080 and the CPU an Intel Core i7-6700k @ 4GHz.
With the help of two peers, I created a dungeon-crawler, multiplayer, racing game. Using Unity to develop the game, I was in charge of a large amount of the shaders and scripts. All of the graphics were created by one of my team members.
You can view some clips of gameplay and a quick how to video below:
I have created a tool that will help me explore a paradox I have found at the intersection of nature, art, and technology. I have always connected with clay as a material because of its ability to maintain its memory and reflect its surroundings. My main tool while molding clay is the pottery wheel. The pottery wheel has been criticized for being too mechanical and some claim it limits creativity; however, Spinning Earth uses an Arduino Uno microcontroller to manipulate the speed and direction based magnitudes and deathtolls of past major earthquakes. I am hoping to reveal the paradox where using more-advanced computers leads to more-organic artwork.
You can view me throwing 3 cups on the Spinning Earth wheel below.