Universe of Water Particles under Satellite’s Gravity
teamLab, 2014, Digital Installation, Continuous Loop, H: 19000 mm
Universe of Water Particles under Satellite’s Gravity
teamLab, 2014, Digital Installation, Continuous Loop, H: 19000 mm
A 3-D model of space satellite ALOS-2 was created in a virtual 3-D space. In the computer environment, the satellite has a mass that creates gravity. The fall of water is calculated using physical laws and a waterfall is simulated that is attracted by the satellite’s gravity. The simulated waterfall is then projection-mapped onto a life-size model of satellite ALOS-2.
The water is expressed as a continuum of hundreds of thousands of water particles that flow in accordance with computer calculations of particle interaction. The water particles that hit the satellite bounce off and circulate around the satellite until they evaporate.
Once an accurate water flow simulation has been constructed, 0.1% of the water particles are selected and lines are drawn in relation to them. The waterfall is expressed as the combination of these lines. Behind these lines exist thousands of water particles, and the curvature of the drawn lines is based on their overall interaction.
The waterfall video artwork is created in 3-D space and uses what teamLab calls ultrasubjective space, the logical structure of spatial recognition used in premodern Japan.
The water is expressed as a continuum of hundreds of thousands of water particles that flow in accordance with computer calculations of particle interaction. The water particles that hit the satellite bounce off and circulate around the satellite until they evaporate.
Once an accurate water flow simulation has been constructed, 0.1% of the water particles are selected and lines are drawn in relation to them. The waterfall is expressed as the combination of these lines. Behind these lines exist thousands of water particles, and the curvature of the drawn lines is based on their overall interaction.
The waterfall video artwork is created in 3-D space and uses what teamLab calls ultrasubjective space, the logical structure of spatial recognition used in premodern Japan.