Data Visualization & Generative Art

PASSAGE

A living artwork shaped by the yacht, the sea, and every passage.

Client Studio concept
Year 2026
Role Concept, artwork engine, visual direction, and exhibition film
Medium WebGPU particle simulation, live vessel and marine data, bathymetry, Blender, Remotion

Concept

PASSAGE is a vessel-specific living artwork. Position, motion, depth, weather, and route history continuously shape a visual world unique to the vessel.

The artwork begins with what matters: the owner, with their taste, references, and emotional tone; the vessel, with its architecture, onboard systems, and displays; and the passage, with its live conditions, route history, and memory.

PASSAGE is a private studio concept from 2026. The yacht interiors are concept visualisations, not installed work.

Four live modes

Live vessel and marine data continuously recompute form, motion, and atmosphere. There is no fixed loop.

Ocean follows position, course, wind, and waves. Trenches follows position, depth, and real seabed topology. Celestial shows the real sky overhead for the vessel's position and time. Dream world draws on all selected vessel signals and the journey's memory.

The vessel as material

With the yacht's technical team, PASSAGE connects to selected onboard and marine data through approved read-only interfaces: the navigation network (AIS, GNSS, position, course, speed), the vessel state (roll, pitch, heave, live depth, electrical load), the sea context (bathymetry, seabed topology, waves, currents, weather), and the journey memory (historical passages, repeated routes, nearby vessel movement).

Processing stays local, on a segmented network. The artwork only reads data and has no control path to the vessel.

Two ways to commission

A tailored PASSAGE, composed for the vessel: its world, data mapping, palette, and display. Or a bespoke data artwork: a new visual system built from the brief and its data.

Technical Notes

The engine is a WebGPU particle simulation. One resident population of 500,000 particles carries the sea, the seabed, and the vessel's wake. A reviewed image, which can start as an AI draft, becomes depth and flow fields; a deterministic compiler turns them into an immutable field that the simulation plays. Trenches renders measured seabed terrain, such as the Monterey Canyon and the Marsili Seamount.

The yacht rooms are Blender concept renders: a salon, a private planetarium with a 3.8 m dome, and a sea-facing gallery with a 5.2 m circular floor display. The exhibition film was edited in Remotion and exported in 4K at 60 frames per second.

Gallery