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NUCAT

Real-time ASCII point cloud renderer — rigged 3D characters dissolved into ~20,000 animated particles with layered effects and generative chaos system.

About

NUCAT is an experimental real-time ASCII point cloud renderer that explores the deconstruction of form. It takes rigged 3D characters and "explodes" them into ~20,000 floating particles that dance, spiral, and disperse—all while maintaining the underlying skeletal animation in real-time.

The Technical Achievement

Most browser particle systems collapse at high counts. NUCAT hits 60fps with 20,000 particles via THREE.InstancedMesh — all transformations offloaded to the GPU. A custom vertex skinning sampler reads the bone matrices of a Mixamo-rigged FBX character every frame, so particles tether to the skeleton and disperse without losing the underlying animation. A centralized state machine handles concurrent effects (Hover, Wave, Spiral) independently without touching the base animation.

Chaos Mix: Generative Evolution

Not random jitter — mathematically driven entropy. The Golden Ratio (φ) drives color shifts and intensity gradients. Fibonacci timing keeps intervals organic. Probability-pattern blending creates emergent behaviors that weren't explicitly programmed.

Tech Stack

Three.js InstancedMesh WebGL GLSL Shaders Mixamo Blender UnrealBloomPass

My Role

Solo developer — character design, rigging, GPU optimization, particle systems, shader programming, and generative algorithm design.

Project Type

Technical Experimentation / WebGL

Particle Count

~20,000 @ 60fps

Core Features

Cinematic Landing

Custom 3D text intro using TextGeometry and animated camera paths.

Incubation Chamber

A holographic cube enclosure featuring translucent panels with animated edges.

ASCII Customization

Dynamic swapping of Block (█), Symbol (@), and Letter geometries in real-time.

Mystique Return

Custom easing-function library that handles the "smooth fade" back to the original form.

Bloom Pipeline

UnrealBloomPass integration for that signature "Quantum Glow" aesthetic.

GPU-First Architecture

Matrix-based skeleton sampling with InstancedMesh for maximum performance.

Creative Pedigree

Designed, Rigged, and Engineered by Pablo Cordero.

Full creative ownership from concept to execution: character design, skeleton rigging, and the "out-of-body" movement philosophy. This project sits at the intersection of Linguistics (ASCII symbols), Art (3D Character Design), and Engineering (GPU Optimization).