‘UPandDOWN’ is a projection mapping(light is mapped onto any surfaces using the projector) on the 3D triangular shaped object called ‘Olga Kit’. The animation was made in OpenFrameWorks.




Exhibition version



Animation version






Various patterns are displayed in the geometry shape and the animation has lots of variations with movement, changing colour, size and even its shapes. 




Concept and background research

The main point I concerned about is the changes in a various way. 

At the first scene, the animation is playing either line are going up and down or colour variation is starting from 0 to 255. Thus, people can see the changes every single moment. Then the second scene, I focused on many movements compared to other scenes. You may notice that the moving shapes are switching positions to up and down and also rotating. The last scene shows more basically about literally up and down. Through those 3 scenes with variation, I intended to display up and down aspect and avoid a monotonous.





For physical geometry, I bought ‘Olga Kit’ with my group members in an online shop and we decided to design the object with lots of pyramids for extreme geometry appearance. After that, I did coding for the animation using OpenFrameworks(Xcode) and all computer animations I used in ‘UPandDOWN’ are created by only coding. In the OpenFrameworks, I adapted ofPiMapper for projection Mapping and ofJSON to make scenes. Besides, I created new 3 FBO sources to adapt my own codes to ofPiMapper. When I thought how I make my mapping project at first I entirely concentrated on something going upside and downside. So I chose one line movement, circle modification and representing the shape of cosine. The first scene, I used variation when I set a red colour and the colour is gradually vivid because of alpha value. And every twenty seconds, the main colour is altered to the other colours. Actually, this scene consists of both 8 lines and one circle. Each line is connected to the small circle and move together. The thing is that those cannot be escaped to the screen. When the lines and the circle location hits the edge of the screen, it will bounce immediately in opposite direction. For the second scene, on the colour section, I used the similar logic of code to the first scene but different colour, and I focused on the second scene to be getting more random and bright like real lighting. Also, there are two variations, one is showing different stretched pattern using scale function, another is rotating repeatedly following variation value. For designing the original pattern, lots of circles were created by for loop function and locations of each circle is calculated by angles using sine and cosine. In addition, the pattern is floating on the screen like the first scene and also not able to go out of the screen. The third scene is a cosine graph composed of lines. The width of lines turns into different values which are thick, thin and randomised thickness from thin to thick. The colour is the same logic with other two scenes, but much lively colour. 






  • Nature of Code, Daniel Shiffman
  • Processing references in official site