Finished Final Year Project
30th May, 2009
Presented in the last half hour of the first day… Here are a couple of photos I took while waiting after setting up in the middle room of Babbage floor 2.
30th May, 2009
Presented in the last half hour of the first day… Here are a couple of photos I took while waiting after setting up in the middle room of Babbage floor 2.
20th May, 2009
A typical picture update of the project from both aspects, the 3D and the physical interface.
Testing the spike generator for visual feedback on the terrain:
25th April, 2009
Thanks to Alan for pointing me in the direction of CamStudio, a free video capturing software for your screen, which I have used to produce a slightly better video of my project’s 3D world.
Running both the software and DirectX at the same time was a bit tricky, slashing the FPS from around 120 to 40 but it’s better than using my camera to take a video of my laptop screen!
The water can be manipulated from any point, but for now it is set to only ripple from the centre. When I produce a final visualisation the position will vary, of course based on biofeedback influence.
22nd April, 2009
Since still images don’t quite demonstrate the effects going on in the 3D side of my project, I decided to take a video recording of the liquid as well. It’s not great in terms of quality and could have been composed more fancifully but gives you an idea.
17th April, 2009
After quite a lot of effort, adding, swapping and killing code I’ve started to get away from having HLSL turning everything a shade of utter grey.
The screenshots show my water mesh which will be one of a few features of this virtual environment which responds to biofeedback data from the avatar’s user.
13th April, 2009
My Initial 3D avatar model idea mocked up in 3D:
![]()
The idea is to represent a more traditional aesthetic of meditation, providing a connection between the project and the field of biofeedback’s origins.
Also the development of the environment and the terrain mesh:

22nd January, 2009
Since I thought the fish looked a bit odd without its limbs I’ve decided to post another screenshot, this time of it actually running in DirectX and with the animated parts:
(Only after I took this and put it online did I notice the comments in the background…)
13th January, 2009
A quick screenshot of my fish as a microsoft .x mesh file ready to be used in DirectX. The tail and fins are deliberately missing as they are separate models to be animated.