Nice dynamic background

Folks,

I want to create beauty dynamic mesh background. The ideal result is something like this (sony live walls for android):

https://dl.dropboxusercontent.com/u/25237842/lt/sony.png

I have not idea how has it made. I can use vanilla JOGL or libgdx, np.

But it needs to know the approach for stuff like this.

Thanks!

Can’t really help with that. I’m only here to say: please, resize the image.

Hard to know exactly what you’re looking for from a still image, but try browsing a site like Shadertoy. This might be close to what you want?

https://www.shadertoy.com/view/4dj3DK

It’s a nice image. I don’t know how to create it, but it does look like a bunch of 3D sine curves with a transparent gradient fill where the colour and brightness might be based on the distance from some point.

A friend of mine has been working on some similar things with a maths twist called ‘curl noise’.

The 3d demos were very impressive, they were rendered in real time.
Unfortunately he didn’t put any videos up on youtube but there are links to github pages of (non-java) code that you can download and run on the above blog.

I’ve found video. It will better for understanding : https://youtu.be/M-g-kxZF0UE

This may not be of any help to you, but I’ve seen an effect similar to that implemented as follows:

The effect consists of a set of dynamic (constantly changing) curves. In OpenGL you could try rendering the curves as polylines using line primitives, or (this might be more effective) as line meshes textured appropriately so that the edges of the curves are antialiased (i.e. no ‘jaggies’).

There are then two keys to the visual effect. First, instead of clearing the screen between each buffer, render a fullscreen black quad with alpha < 1; this should create an ‘afterimage’ effect similar to your examples. Second, render the curves using additive blending (you can try it without additive blending, but I’m guessing additive will get you closer to the desired results).

The hardest part is probably manipulating the curves in a reasonable way. My guess is that some kind of parametric curve is used with the control points moved a little each update.

To be clear, I don’t know how the effects in your specific examples are done. But, I have seen similar effects done as described above.

Thank you for your suggesting! I’ll try in that way :wink: