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

Live rendering of the Cathedral

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.

Mesh creation

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).

Demos

Oculus DK2 based visualization and Binaural sound (wear headphones)

Blender Cycle Equirectangular Ambisonic rendering (wear headphones)

Miscellaneous 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 on Github)

Another GLSL based Audio-Visualizer tryout