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NUCAT

Real-Time ASCII Point Cloud Orchestration — "When your character wants to be a point cloud, you let them."

About the Project

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-based particle systems struggle with high counts. NUCAT achieves 60fps performance through a GPU-first architecture:

InstancedMesh Pipeline: Instead of rendering 20,000 individual objects, I utilized THREE.InstancedMesh to offload all particle transformations to the GPU.

Vertex Skinning Sampler: I engineered a custom sampling system that reads the transformation matrices of a rigged FBX character (Mixamo-rigged) in every frame. The particles "tether" to the animated bones, allowing them to disperse and return without losing the character's movement.

Layered State Management: A centralized state machine manages concurrent effects (Hover, Wave, Spiral) so parameters can be adjusted independently without affecting the base animation.

Chaos Mix: Generative Evolution

The "Crown Jewel" of the system. This isn't random jitter; it is mathematically driven entropy:

Golden Ratio (φ): Used to drive harmonious color shifts and intensity gradients.

Fibonacci Timing: Sequences are timed to organic intervals, ensuring the "chaos" feels alive rather than mechanical.

Quantum Interference: Effects are blended using probability patterns, creating emergent behaviors beyond explicit programming.

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).