Biomechanics

A playful visualization of how we move with one another

Role: Designer & Developer

Biomechanics is a prototype exploring ways to interpret depth data with the Kinect V2 & Unity and was shown at 'Electric Toucan', an immersive pop-up, as an interactive installation on May 23, 2025. This interactive mirror materializes our depth form using a randomized set of VFX Graph particle systems, shaders, and experimental swarm movement.

Showcase

Biomechanics at 'Electric Toucan' (click here)

Tools Used

  • Unity
  • Kinect SDK
  • VFX Graph
  • Shader Graph

Contributions:

Custom Contour Detection

Created an algorithm that parses through points and identifies individual 'Players', each with their own color and effect settings. Contours are found in clusters of depth points and check neighbor data for other contours, allowing for collision while maintaining distinct contours/players.

Visualizing Depth With Optimized Systems

By extracting the Kinect's depth data, I was able to use VFX Graph and sample the graphics buffer to visualize the depth in particles. This allowed to fill the gaps of down-sampling (for optimization purposes) by increasing the number of particles and applying a positional offset to fill the space in both an efficient and stylized way.
Additionally, some visualizations utilized a swarm movement algorithm with 3D cubes to allow shader graph and particle system's to dress the movement of player depth.

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