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 have identified the profile of the mouth with tracker.getImageFeature(ofxFaceTracker::OUTER_MOUTH), then I have created a transparent image and I have copied to it 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();
    // allocate two colors
    ofColor c = pixels.getColor(x,y);
    ofColor transparent = ofColor(0,0,0,0);
    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)) {
            } else {
    ofImage videoImage;
    return videoImage;

Then, for every new frame, I have 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 fill the screen while blowing. The BallsGenerator class contains an emissive particle system that has 2 origins positioned over the eyes. The origins need to be constantly updated 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 and affects the particle emitters.

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);