The project.
Neurotransmission is a complex biological complex topic typically taught at university-level courses through a series of still images accompanied by descriptive text. Existing media and references do not cater to lower levels of scientific literacy, presenting a considerable barrier of entry for lay audiences to learn about this fundamental process that plays a role in a number of neuropathologies. Immersive media is poised as a potent education tool to convey complex information in a visually and experientially engaging way, further supported by increasing accessibility of the medium through affordable headsets and utilization in public education spaces. The novelty of the media presents particular visualization challenges compared to traditional media (i.e. planar animations), including motion sickness and losing audience attention to low-priority elements/action. To address issues of motion sickness, the viewer is statically placed in a nerve synapse. Each view presents a particular facet of neurotransmission with guiding text call-outs that are animated to reinforce visual concepts, addressing issues of misdirected attention while giving visual space to simplify complex concepts into discrete representations. While the animation is a brief 30 seconds, the experience is designed to seamlessly loop so that audience members can take as much time to experience and absorb the educational content.
-
Lay audience, scientifically curious.
-
Identify the basic features of nerves
Understand the basic steps in neurotransmission
Identify general effects of neurotransmitters
-
VR-enabled smartphone, standalone headset, or 360-enabled video player
The plan.
The main focus of storyboarding for this project was to clearly establish spatial relationships and view flow. Given that viewers have the freedom to choose where to look, I wanted each view to convey learning content, while clearly establishing the needed motion to convey this information. This is reflected in the combined use of both planar projections and spherical representations of the environment.
The process.
Procedurally generating nerves with Geometry Nodes
The complex geometry of nerves and the specific shapes needed for my animation presented a design challenge. While sculpting each nerve by hand would be a straightforward, albeit tedious approach, I decided to experiment with geometry nodes. While developing the appropriate system took days of upfront work, the reward was a flexible system able to generate nerves from a collection of splines.
These splines, along with a dozen or so parameters, can be modified on the fly to iteratively generate nerves as needed. A modest amount of clean-up is needed, but the tool provided flexibility and power in generating most of the models in my scene.
Simulating action potentials with Dynamic Paint Simulation
Demonstrating neurotransmission with Particle Effects
Creating a flexible workflow through Rendering in Layers
Final polishing through Compositing
The payoff.
Loop the footage for a seamless, leisurely viewing experience. Gyroscope friendly and headset optional.