Ghost Orchestra (2015)

The aim of the Ghost Orchestra project was to investigate our perception of space through sound and images. The journey started with a concert, organized to celebrate the 850th birthday of the Notre-Dame de Paris cathedral, staging a symphonic orchestra accompanying soloists and choirs through J. Massenet oratorio “La Vierge”.

Project Webpage

During the event, each instrument was recorded, the audio tracks later to be used in a recreation of the concert in a virtual reproduction of the cathedral. To reproduce the exact acoustic of the building, the room impulse responses from instruments to potential listener positions were simulated – 3rd order ambisonic IR from a CATT-Acoustic model of the cathedral – and convolved with the audio tracks.

The visual model of the cathedral itself was created in 3DS MAX, exported in Blender for real-time rendering (based on the BlenderVR add-on for Oculus DK2 rendering and on Blender Cycles for 360° player).



Oculus DK2 based visualization and Binaural sound (wear headphones)


Blender Cycle Equirectangular Ambisonic rendering (wear headphones)


Sneak Peek into Projects side-devs

As one of the project requirements was to animate visual instrument based on their associated audio tracks, I had to test various designs of audio-visualizers in the Blender Game Engine, based on Video Textures, custom shaders, physics, etc. Here are some example implementations.

Vertex Shader based Audio-Visualizer (source code at Github)


Another GLSL based Audio-Visualizer tryout