M_003 — CASE STUDY

HALCYON DRIFT

Generative sound-reactive installation

HALCYON DRIFT — Generative sound-reactive installation

OVERVIEW

Halcyon Drift is a permanent installation in the Institute atrium. Eight microphones sample the space continuously; a particle field of 1.2 million points is displaced by the resulting spectral energy. The piece never repeats — its state is a function of the room it lives in, and the room is never the same twice.

CLIENT
Halcyon Institute
YEAR
2026
ROLE
Creative DirectionCreative DevelopmentSound Design
TECH STACK
Three.jsGPGPUAudioWorkletWebGL2TouchDesigner

MEASURED IMPACT

Particles

1.2M

Latency

27ms

Uptime

99.4%

Surface

14m

SYSTEM ARCHITECTURE & DESIGN

01

The field

Positions and velocities live in two floating-point textures and are advanced entirely on the GPU. A curl-noise field provides the base flow; audio bands in the 80–4000Hz range inject vorticity at nine anchor points mapped to the physical microphone array.

02

Latency

Perceptual sync required end-to-end latency below 40ms. We moved FFT analysis into an AudioWorklet, pushed band energy into a ring buffer read once per frame, and cut the render path to a single pass. Measured end-to-end: 27ms.

03

Calibration

The projection surface is a compound curve. We built a browser-based calibration tool that warps the render target against 96 measured control points, so the piece could be re-aligned by the venue team in under ten minutes without us on site.

VISUAL GALLERY

Atrium, first light — spectral displacement at rest
Atrium, first light — spectral displacement at rest
Curl-noise field, debug view
Curl-noise field, debug view
Calibration control points
Calibration control points