I’ve played a bit with the ofxFaceTracker addon recently and I’ve done this small application that use this addons, the microphone and ofxBox2D to literally blow bubbles out of your eyes.

I write here the steps followed to reach the final results, the code is available on Github

Put the mouth over the eyes

For each frame composing the video, I’ve identified the profile of the mouth with tracker.getImageFeature(ofxFaceTracker::OUTER_MOUTH), then I’ve created a transparent image and I’ve copied to it only with the pixels inside the profile of the mouth.

ofImage ofApp::grabMouth(){
    ofPolyline mouthProfile = tracker.getImageFeature(ofxFaceTracker::OUTER_MOUTH);
    ofPixels pixels;
    ofRectangle mouthBox = mouthProfile.getBoundingBox();
    ofPixels alphaPixels;
    alphaPixels.allocate(pixels.getWidth(), pixels.getHeight(), OF_IMAGE_COLOR_ALPHA);
    int totalPixels = pixels.getWidth()*pixels.getHeight();
    for (int x = 0; x < pixels.getWidth(); x++) {
        for (int y = 0; y < pixels.getHeight(); y++) {
            ofPoint checkpoint = ofPoint(x+mouthBox.x,y+mouthBox.y);
            if (mouthProfile.inside(checkpoint)) {
                ofColor c = pixels.getColor(x,y);
            } else {
                ofColor transparent = ofColor(0,0,0,0);
    ofImage videoImage;
    return videoImage;

Then, for every new frame, I’ve copied this image over the eyes

void ofApp::update() {
    if(cam.isFrameNew()) {
    leftEye = tracker.getImageFeature(ofxFaceTracker::LEFT_EYE).getCentroid2D();
    rightEye = tracker.getImageFeature(ofxFaceTracker::RIGHT_EYE).getCentroid2D();

void ofApp::draw() {
    mouthImage = grabMouth();
    cam.draw(0, 0);
    drawMouth(leftEye, mouthImage);
    drawMouth(rightEye, mouthImage);

void ofApp::drawMouth(ofVec2f eye, ofImage mouth){
    mouth.draw(eye.x -mouth.width/2, eye.y - mouth.height/2);

Create the bubbles

I’ve used ofxBox2D to create the bubbles that fullfill the screen while blowing. The BallsGenerator class contains an emissive particle system that has 2 origins over the eyes. The origins get constantly update because the face is supposed to turn or move.

void ofApp::update() {
    generator.update(leftEye, rightEye);

Map the audio input to the bubbles

The microphone.update() call updates the current input volume, and save it in the scaledVol variable. This variable is used shortly after by the bubbles generator.

void BallsGenerator::blow(float blowPower){
    float freq = 3.0;
    float time = ofGetElapsedTimef() * 0.02;
    float noiseValue = ofSignedNoise(time*freq*blowPower);
    float mapped = ofMap(noiseValue, 0, 1, 0, 15);
    int n_balls = int(mapped + 0.5);
    for (int i =1; i <= n_balls; i ++) {
        float r = ofRandom(4, 20);
        vector<ofVec2f>::iterator origin;
        for (origin = origins.begin(); origin != origins.end(); origin++) {
            circles.push_back(shared_ptr<ofxBox2dCircle>(new ofxBox2dCircle));
            circles.back().get()->setPhysics(3.0, 0.53, 0.1);
            circles.back().get()->setup(box2d.getWorld(), origin->x, origin->y, ofRandom(5, 25));
            circles.back().get()->setVelocity(ofRandom(-30, 30), -40);