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Immersive Rooms

Planet Earth

An interactive floor built entirely in TouchDesigner: an abstract story of Earth, told by particles that bend around whoever is standing in them.

An interactive floor for Infinia's immersive room, built in 2025. There is no globe and no map: Earth is abstracted into a sequence of states, and the only literal thing in the room is the audience walking through them.

Nothing in it is pre-rendered. The whole piece is a single TouchDesigner network — particle systems, shaders and live depth-camera input evaluated frame by frame — so what plays is generated as it plays, and a scene never comes out the same way twice.

By
Özgür Kahraman — 3D & Immersive Artist
Client
Infinia
Year
2025
Role
Interactive Visuals · TouchDesigner
Tools
  • TouchDesigner
  • Intel RealSense D455
  • HeavyM
  • Optical Flow

In the room

The floor is the story

Planet Earth is played on the floor. Visitors walk on it rather than watch it: fields of particles scatter around a footstep, currents bend past whoever is standing in them, and the palette moves from particle white through green and gold to a floor of autumn leaves, on a clock of its own. There is no controller, no instruction and no right place to stand.

Showreel: visitors walking the interactive floor through particles, currents, leaves and water
A visitor walking across a dark floor scattered with fine white and blue particles
Blue current lines swirling across the floor around a visitor's feet
Two visitors on a floor of dense green particles, more particles rising on the walls
A visitor's legs on a floor of yellow-green foliage particles
Visitors on a floor of orange and red autumn leaves
Two visitors' legs on a floor of rainbow-coloured particles pooling around their feet

Interaction

A floor that knows where you are

An Intel RealSense D455 captures depth in real time and converts it into a live 3D point cloud. Optical flow analyses movement across the floor, tracking direction and velocity, and that flow field is what steers the GPU particles — so the visuals answer the audience's presence and movement within a frame.

Because the response is computed from motion rather than from a trigger, it scales from one person to a crowd without anything changing: more people, more flow.

Diagram: a RealSense depth camera above the room, a visitor rendered as a point cloud, the floor mesh deforming around their feet

Workflow

Built entirely in TouchDesigner

One TouchDesigner network holds all of it: an AI-generated voiceover, GPU particle systems and real-time shader control. Live RealSense input drives the optical-flow states that feed the particles and the shaders, and scene changes are driven by time, so the piece runs itself for as long as the room is open.

The TouchDesigner network: a particle tree feeding a chain of operators into the output

Setup

Twelve projectors, one workstation, one camera

Twelve projectors are driven by a single workstation equipped with three GPUs, with HeavyM warping and blending the outputs so the surfaces meet cleanly; the depth camera feeds the same machine, so tracking and rendering never drift apart.

Projectors
12
GPUs
3
Workstation
1
Depth camera
RealSense D455
Two visitors walking across a floor of green particles that scatter around their steps, the same particles drifting up the walls