examples

76 interactive examples

hover example to preview

1

Snake 3D

audio
2

Creating Yoyo Animation

3

Creating Wooden Planks Animation

4

Creating Windstorm Animation

5

Creating Windmill Animation

6

Creating Whale Animation

7

Creating Waterfall Animation

8

Creating Volcano Animation

9

Creating Vaporwave Animation

10

Creating Tree Animation

11

Creating Tornado Animation

12

Creating Sun Animation

13

Creating Stone Wall Animation

14

Creating Spring Animation

15

Creating Spider Animation

16

Creating Spaceship Animation

17

Creating Solar System Educational Animation

18

Creating Solar System Animation

19

Creating Snowglobe Animation

20

Creating Snake Animation

21

Creating Sailboat Animation

22

Creating Robot Animation

23

Creating River Rapids Animation

24

Creating Rainbow Animation

25

Creating Prism Animation

26

Creating Pinwheel Animation

27

Creating Pine Tree Animation

28

Creating Phoenix Animation

29

Creating Pendulum Animation

30

Creating Octopus Animation

31

Creating Mushroom Animation

32

Creating Metronome Animation

33

Creating Meteor Animation

34

Creating Metal Plates Animation

35

Creating Lissajous Animation

36

Creating Lightning Animation

37

Creating Lighthouse Animation

38

Creating Lava Lamp Animation

39

Creating Lantern Animation

40

Creating Kite Animation

41

Creating Kaleidoscope Animation

42

Creating Jellyfish Animation

43

Creating Inner Planets Orbit Animation

44

Creating Hourglass Animation

45

Creating Hive Animation

46

Creating Grass Animation

47

Creating Geyser Animation

48

Creating Gear Animation

49

Creating Fountain Animation

50

Creating Flower Animation

51

Creating Fish Animation

52

Creating Fireworks Animation

53

Creating Fern Animation

54

Creating Earth Orbit Animation

55

Creating Dragon Animation

56

Creating Disco Ball Animation

57

Creating Demon Animation

58

Creating Crystallization Animation

59

Creating Crystal Animation

60

Creating Cosmic Formation Animation

61

Creating Coral Reef Animation

62

Creating Compass Animation

63

Creating Cloud Animation

64

Creating Clock Animation

65

Creating Castle Animation

66

Creating Carousel Animation

67

Creating Candle Animation

68

Creating Campfire Animation

69

Creating Cactus Animation

70

Creating Butterfly Animation

71

Creating Bush Animation

72

Creating Brick Wall Animation

73

Creating Blackhole Animation

74

Creating Beehive Animation

75

Creating Aurora Animation

76

🎈 Floating Balloons

hover for preview

Creating Coral Reef Animation

published on 8/21/2025
interactive example

Coral Reef - 3D Voxel Animation Learning Example

This guide walks you through how to generate a looping 3D voxel animation of a coral reef using SpatialStudio. The script creates a vibrant underwater scene with swaying corals, swimming fish, and floating bubbles inside a cubic 3D space, then saves the animation to a .splv file.


What this script does

  • Creates a 3D scene of size 128×128×128
  • Spawns a diverse coral reef with:
    • Multiple coral formations (brain coral, fan coral, tube coral)
    • Schools of colorful fish swimming in patterns
    • Rising air bubbles
    • Swaying seaweed and kelp
  • Animates the underwater ecosystem for 10 seconds at 30 FPS
  • Outputs the file coral_reef.splv that you can play in your viewer

How it works (simplified)

  1. Voxel volume Each frame is a 3D grid filled with RGBA values (SIZE × SIZE × SIZE × 4).

  2. Coral formations Different coral types are generated using mathematical functions - spherical clusters for brain coral, branching structures for fan coral, and cylindrical tubes.

  3. Swimming fish Small fish move in circular and figure-8 patterns around the reef using trigonometric functions.

  4. Bubbles Transparent bubbles rise from the sea floor with slight horizontal drift and size variations.

  5. Sea floor Sandy bottom with scattered rocks and debris for realistic depth.

  6. Animation loop A normalized time variable t cycles from 0 → 2π, ensuring smooth looping motion for all elements.

  7. Encoding Frames are passed into splv.Encoder, which writes them into the .splv video file.


Try it yourself

Install requirements first:

pip install spatialstudio numpy tqdm

Then copy this script into coral_reef.py and run:

python coral_reef.py

Full Script

import numpy as np
from spatialstudio import splv
from tqdm import tqdm

# Scene setup
SIZE, FPS, SECONDS = 128, 30, 10
FRAMES = FPS * SECONDS
CENTER_X = CENTER_Y = CENTER_Z = SIZE // 2
OUT_PATH = "../outputs/coral_reef.splv"

# Reef settings
CORAL_COUNT = 12
FISH_COUNT = 15
BUBBLE_COUNT = 8

def add_voxel(volume, x, y, z, color, alpha=255):
    if 0 <= x < SIZE and 0 <= y < SIZE and 0 <= z < SIZE:
        volume[x, y, z, :3] = color
        volume[x, y, z, 3] = alpha

def generate_sea_floor(volume):
    """Create sandy bottom with rocks"""
    sand_color = (194, 178, 128)
    rock_color = (105, 105, 105)
    
    # Sandy floor
    for x in range(SIZE):
        for z in range(SIZE):
            height = int(3 + 2*np.sin(x*0.1)*np.cos(z*0.1))
            for y in range(height):
                add_voxel(volume, x, y, z, sand_color)
    
    # Scattered rocks
    for _ in range(8):
        rx, rz = np.random.randint(10, SIZE-10, 2)
        rock_size = np.random.randint(3, 7)
        for dx in range(-rock_size, rock_size+1):
            for dy in range(rock_size):
                for dz in range(-rock_size, rock_size+1):
                    if dx*dx + dz*dz <= rock_size*rock_size:
                        add_voxel(volume, rx+dx, 5+dy, rz+dz, rock_color)

def generate_brain_coral(volume, cx, cy, cz, size, color, t):
    """Generate brain coral with wavy surface"""
    for dx in range(-size, size+1):
        for dy in range(-size//2, size+1):
            for dz in range(-size, size+1):
                dist = np.sqrt(dx*dx + dy*dy*1.5 + dz*dz)
                if dist <= size:
                    # Brain coral texture
                    wave = np.sin(dx*0.4 + t*0.5) * np.cos(dz*0.4)
                    if wave > 0.3 or dist > size - 2:
                        brightness = 1.0 + wave * 0.2
                        final_color = tuple(min(255, int(c * brightness)) for c in color)
                        add_voxel(volume, cx+dx, cy+dy, cz+dz, final_color)

def generate_fan_coral(volume, cx, cy, cz, height, color, t):
    """Generate fan-shaped coral that sways"""
    sway = np.sin(t * 1.5) * 2
    for y in range(height):
        fan_width = int((y / height) * 8)
        sway_offset = int(sway * (y / height))
        for dx in range(-fan_width, fan_width+1):
            for dz in range(-2, 3):
                if abs(dx) >= fan_width - 1 or y < 2:  # Create fan shape
                    add_voxel(volume, cx+dx+sway_offset, cy+y, cz+dz, color)

def generate_tube_coral(volume, cx, cy, cz, height, color, t):
    """Generate tube coral clusters"""
    for tube in range(3):
        tube_x = cx + (tube - 1) * 3
        tube_height = height + int(2*np.sin(t + tube))
        for y in range(tube_height):
            radius = 2 if y < tube_height - 3 else 3  # Wider at top
            for dx in range(-radius, radius+1):
                for dz in range(-radius, radius+1):
                    if dx*dx + dz*dz <= radius*radius:
                        if dx*dx + dz*dz >= (radius-1)*(radius-1) or y < 2:
                            add_voxel(volume, tube_x+dx, cy+y, cz+dz, color)

def generate_coral_formations(volume, t):
    """Create various coral formations"""
    coral_colors = [
        (255, 99, 71),   # Tomato red
        (255, 165, 0),   # Orange
        (255, 20, 147),  # Deep pink
        (138, 43, 226),  # Blue violet
        (0, 255, 127),   # Spring green
        (255, 215, 0),   # Gold
    ]
    
    positions = [
        (30, 8, 40), (90, 12, 30), (60, 6, 80), (25, 10, 90),
        (100, 8, 70), (45, 15, 25), (75, 9, 95), (20, 11, 60),
        (95, 7, 45), (55, 13, 15), (35, 9, 75), (80, 14, 85)
    ]
    
    for i, (x, y, z) in enumerate(positions):
        color = coral_colors[i % len(coral_colors)]
        coral_type = i % 3
        
        if coral_type == 0:  # Brain coral
            size = 6 + int(2*np.sin(i*0.5))
            generate_brain_coral(volume, x, y, z, size, color, t)
        elif coral_type == 1:  # Fan coral
            height = 12 + int(3*np.cos(i*0.7))
            generate_fan_coral(volume, x, y, z, height, color, t)
        else:  # Tube coral
            height = 8 + int(2*np.sin(i*0.3))
            generate_tube_coral(volume, x, y, z, height, color, t)

def generate_fish(volume, t):
    """Create swimming fish"""
    fish_colors = [
        (255, 255, 0),   # Yellow tang
        (0, 191, 255),   # Deep sky blue
        (255, 105, 180), # Hot pink
        (50, 205, 50),   # Lime green
        (255, 140, 0),   # Dark orange
    ]
    
    for i in range(FISH_COUNT):
        # Different swimming patterns
        if i % 3 == 0:  # Circular motion
            radius = 25 + 10*np.sin(i*0.5)
            angle = t*1.5 + i*0.8
            fx = CENTER_X + int(radius * np.cos(angle))
            fz = CENTER_Z + int(radius * np.sin(angle))
            fy = 40 + int(8*np.sin(t*2 + i*0.5))
        elif i % 3 == 1:  # Figure-8 pattern
            fx = CENTER_X + int(20*np.sin(t*1.2 + i*0.6))
            fz = CENTER_Z + int(15*np.sin(t*2.4 + i*0.6))
            fy = 30 + int(5*np.cos(t*1.8 + i*0.4))
        else:  # Vertical swimming
            fx = 20 + (i * 8) % (SIZE - 40)
            fz = 30 + int(10*np.sin(t*0.8 + i*0.3))
            fy = 25 + int(15*np.sin(t*1.5 + i*0.7))
        
        # Fish body (simple ellipsoid)
        color = fish_colors[i % len(fish_colors)]
        for dx in range(-2, 3):
            for dy in range(-1, 2):
                for dz in range(-3, 4):
                    if dx*dx + dy*dy*2 + dz*dz*0.5 <= 4:
                        add_voxel(volume, fx+dx, fy+dy, fz+dz, color)

def generate_bubbles(volume, t):
    """Create rising bubbles"""
    for i in range(BUBBLE_COUNT):
        # Bubbles rise and reset
        bubble_cycle = (t*2 + i*0.8) % (2*np.pi)
        rise_height = int((bubble_cycle / (2*np.pi)) * 80)
        
        bx = 20 + (i * 15) % (SIZE - 40) + int(3*np.sin(t*1.5 + i))
        by = 10 + rise_height
        bz = 25 + (i * 12) % (SIZE - 50) + int(2*np.cos(t*1.2 + i))
        
        # Bubble size varies
        bubble_size = 1 + int(np.sin(i*0.5))
        bubble_color = (173, 216, 230)  # Light blue
        
        for dx in range(-bubble_size, bubble_size+1):
            for dy in range(-bubble_size, bubble_size+1):
                for dz in range(-bubble_size, bubble_size+1):
                    if dx*dx + dy*dy + dz*dz <= bubble_size*bubble_size:
                        # Transparent bubbles
                        add_voxel(volume, bx+dx, by+dy, bz+dz, bubble_color, 128)

def generate_seaweed(volume, t):
    """Create swaying seaweed"""
    seaweed_color = (34, 139, 34)  # Forest green
    positions = [(15, 5, 20), (110, 5, 35), (40, 5, 100), (85, 5, 75)]
    
    for px, py, pz in positions:
        sway = np.sin(t*1.8 + px*0.01) * 4
        height = 20
        for y in range(height):
            sway_amount = int(sway * (y / height) * 0.8)
            thickness = 2 if y < height//2 else 1
            for dx in range(-thickness, thickness+1):
                for dz in range(-thickness, thickness+1):
                    add_voxel(volume, px+dx+sway_amount, py+y, pz+dz, seaweed_color)

def generate_scene(volume, t):
    generate_sea_floor(volume)
    generate_coral_formations(volume, t)
    generate_fish(volume, t)
    generate_bubbles(volume, t)
    generate_seaweed(volume, t)

# Set random seed for consistent rock placement
np.random.seed(42)

enc = splv.Encoder(SIZE, SIZE, SIZE, framerate=FPS, outputPath=OUT_PATH, motionVectors="off")

for frame in tqdm(range(FRAMES), desc="Generating coral reef"):
    volume = np.zeros((SIZE, SIZE, SIZE, 4), dtype=np.uint8)
    t = (frame / FRAMES) * 2*np.pi
    generate_scene(volume, t)
    enc.encode(splv.Frame(volume, lrAxis="x", udAxis="y", fbAxis="z"))

enc.finish()
print(f"Created {OUT_PATH}")

Next steps

  • Adjust CORAL_COUNT, FISH_COUNT, or BUBBLE_COUNT to modify the reef density.
  • Edit coral colors in coral_colors for different reef themes.
  • Add more fish swimming patterns by modifying the motion equations.
  • Experiment with different coral shapes by creating new generation functions.
  • Add particle effects like floating plankton or debris.