The Cosmic Web is lightened by mapping the sound spectrum of the music ("Undress me now" from Morcheeba) into local density.
I could not manage to synchronize the audio and video so there is a kind of random drift of a fraction of a second now and then. It can be annoying.
The visualization represents a cosmological computer simulation of dark matter. The triangles correspond to the Delaunay Tessellation of the particle distribution. Colors and transparency are defined by local density.
This is a simple application showing a different way of "seeing" the Cosmic Web. The rendering is done with OpenGL using OpenFrameworks for window management, user interface, sound analysis, etc. It is based on the FFT example included in the OF distribution. The original OpenGL rendering was done using plain GLUT. but I prefer having it wrapped in OF. This particular implementation is very ineficient (direct OpenGL calls!) in comparison with the pure GLUT one which uses display lists for the tessellation. Eventually I will use vertex buffer objects.
A more compelte description of the visualization can be found here: miguelaragon.wordpress.com/
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