“What you see” describes the visual experience; “Technical notes” explains how the software creates it.
Atom Smasher
What you see: Two particles circling around and around until they collide in a realistic confetti explosion!
Technical notes: Added a true particle engine to make the explosions more realistic and physics-based.
Black Hole
What you see: A swirling vortex of stars circling around a center glowing “hole” slowly tumbling in space.
Technical notes: Adapted the 2D mapping matrix to 3 dimensions, converting polar coordinates to spherical geometry to create a volumetric gravity well.
Plane Bounce
What you see: Three independent planes of light—one aligned with each axis—bounce back and forth across the cube with randomly selected colors or moving textures.
Bouncing Ball
What you see: A single ball of light that bounces off the walls, ceiling, and floor of the cube like a racquet ball.
Technical notes: Maintains floating-point tracking for velocity and gravity to allow smooth, continuous parabolic arcs across the discrete voxel grid.
Bouncing Balls
What you see: Multiple colored balls bouncing independently within the cube, each obeying gravity and bouncing at different heights.
Technical notes: Extended the 1D/2D vectors into a 3-axis boundary system to support fully independent volumetric gravity and floor collisions.
Box
What you see: A wireframe, hollow, or a fully filled "magic box" is displayed with a random selection of color or moving texture.
BPM Volumetric
What you see: Pulses of light that radiate outward to a steady beat, but the light is masked by a perfectly alternating 3D grid of illuminated and dark spaces.
Technical notes: Intersects the temporal, distance-based radial pulse with a 3D spatial parity mask (evaluating to isolate and map the continuous expanding wave onto a discrete, alternating voxel grid.
Chunchun (Lissajous curves)
What you see: A continuous, gracefully looping ribbon of light that dances around itself in a hypnotic figure-eight pattern.
Technical notes: Uses 3D harmonic oscillators with specific integer ratios to draw smooth, closed Lissajous knots in the volume.
Chunchun (Serpentine style)
What you see: A snake-like ribbon that weaves back and forth smoothly through the volume of the cube.
Technical notes: Refactored 2D serpentine pathing into a 3D Cartesian space for smooth volumetric weaving and cornering.
Color Twinkles
What you see: A relaxing field of randomly placed lights that slowly fade in and out in various colors, like a starry night.
Technical notes: Ported the fractional fade engine into 3D, utilizing a Z-axis depth buffer for enhanced spatial parallax.
Colored Bursts
What you see: A point slowly wanders around the cube with rays of light emanating from it.
Technical notes: Replaced legacy 8-bit spatial coordinates with 16-bit fixed-point trigonometric waveforms for smooth, sub-voxel origin and destination ray-tracing trajectory calculations. Integrated Xiaolin Wu's 3D line drawing algorithm to apply spatial anti-aliasing, eliminating jagged rasterization artifacts along the illuminated vectors.
Cyclone
What you see: Multiple thick pillars of light orbit the central vertical axis, twisting dynamically into a continuous, rotating helical structure.
Technical notes: Implemented proportional RPM attenuation to maintain a constant visual frequency regardless of the active streamer count, and utilized floating-point trigonometric phase lagging along the Z-axis to construct a smooth, volumetrically parameterized helical geometry.
Cylinder
What you see: A solid tube of light that rotates and tumbles through the cube with colored ends.
DNA Spiral
What you see: A rotating double helix that resembles a strand of DNA moving upward.
Technical notes: Uses paired sine and cosine functions with a Z-axis offset to wrap a 1D projection into a volumetric 3D spiral.
Drift 3D
What you see: Eight radiant arms extend from the core, continuously tumbling in 3D space while spinning, with the structural arms appearing to bend backward as they accelerate to simulate aerodynamic drag.
Technical notes: Replaced standard linear rotation with a multi-axis Euler tumble (1:2:3 angular velocity ratio) mapped through a 3D transformation matrix. Upgraded the physical simulation to include a true parabolic aerodynamic drag curve computed entirely via fast 32-bit fixed-point integer math, causing the distal ends of the octant vectors to organically trail the master rotation. Integrated sub-voxel spatial anti-aliasing to maintain structural fidelity across the tumbling axes during dynamic speed oscillations.
Drift Rose 3D
What you see: Dozens of radiant points arranged in a perfect flower sphere independently pulse inward and outward from the core, creating a continuous, breathing geometric starburst. Technical notes: Replaced heavy per-frame floating-point trigonometry with a pre-computation engine that bakes the Golden Ratio spatial lattice mapping directly into volatile memory as 32-bit fixed-point vectors. The render loop now utilizes zero-float integer kinematics, applying 16-bit sine wave scalars and bitwise shifting to drive sub-voxel spatial anti-aliasing, while substituting the legacy spatial array clearing loop with a globally optimized hardware fade.
Fireworks
What you see: Rockets shoot up from the bottom and explode outward into a shower of falling sparks.
Technical notes: Built a gravity and velocity physics model for the particles to create smooth, natural parabolic arcs during the explosion.
Flying Box
What you see: Expands from a corner with a wireframe or filled-in box, growing to the opposite corner with a random color, texture, or moving texture.
Hemispheres
What you see: Two mirrored half-spheres spin, tumble, or expand and contract to form an hourglass, with contrasting colors.
Hinge Dance
What you see: Planes of light that fold and unfold like a swinging door that changes color and texture every time it closes.
Technical notes: Implements a chained state machine that continually swaps the active rendering axis and pivot axis to seamlessly pass the hinge point between transitions. Utilizes floating-point sine and cosine kinematics to drive the angular rotation, dynamically normalizing the frame delay against the physical arm length to guarantee uniform rotational velocity across the matrix.
Hourglass
What you see: Two inverted 3D cones joined at their apexes rotate, breathe and tumble with contrasting colors.
Hula
What you see: Concentric rings of light that wobble and spin like hula hoops around the cube's vertical axis.
Technical notes: Swapped hardcoded array rotations for fractional radian shifts to ensure smooth anti-aliased rotation across all angles.
Lava Lamp
What you see: Undulating blobs of color that slowly merge, split, and float up and down.
Technical notes: Uses a 3D metaball algorithm, calculating inverse square distances from moving points to render a fluid isosurface threshold.
Merkaba
What you see: Two interlocking tetrahedra form a three-dimensional Jewish star—also known as a star tetrahedron or stellated octahedron—that rotates dynamically in space.
Technical notes: Rendered by calculating the minimum distance union between two inverted 4-plane geometric bounds. Features specialized color-injection hooks utilizing spatial octant bitwise math to assign distinct palette colors to alternating structural pairs, ensuring the intersecting geometries remain visually discernible during complex 3D affine transformations.
Moving Boxes
What you see: 3 boxes, each rotating around a different axis of the cube with a randomly selected color or moving texture.
Octahedron
What you see: A glowing, diamond-like eight-sided shape that spins elegantly in the center.
Ovoid
What you see: A glowing egg or pill shape that gently pulses and revolves.
Plane Splat
What you see: A sheet of light that acts as if it hit by a hammer; its pieces fly across the cube before reassembling.
Rain
What you see: Bright drops of light appear at the top of the display and fall straight down, each leaving a short, faint tail behind it to create a realistic 3D rain shower.
Technical notes: Manages a pool of up to 150 active particles tracking floating-point coordinates. Implements sub-zero Z-boundary culling to ensure the fading one-voxel tails pass seamlessly through the physical display floor before despawning, utilizing clamped Z-coordinate queries to safely poll the texture engine as droplets exit the render space.
Random Fall
What you see: Individual lights that trickle down slowly and then snap back to the top in rapid succession.
Rolling Ball
What you see: A sphere of light that rolls back and forth within a tightly defined area of the cube.
Technical notes: Calculates a complex orbital trajectory using independent trigonometric phase accumulators for both a circular path and a lateral sweep, pairing this spatial translation with an independent local rotation accumulator that is fed directly into the geometry engine
Saddle
What you see: A flying Pringles chip that flaps its wings while twisting.
Technical notes: Modulates the Z-axis scaling factor of a hyperbolic paraboloid equation dynamically over time to simulate a flapping motion.
Sine Wave
What you see: A flowing 3D wave that ripples across the cube like the surface of water.
Sphere
What you see: A solid globe of light that dynamically expands and shifts color.
Tetrahedron
What you see: A sharp, four-sided triangular pyramid that tumbles or expands on its axis.
Tornado
What you see: A glowing tornado spins in the center of the display, progressively accelerating as it twists faster and faster, while small pieces of bright debris are swept up in the vortex and spiral rapidly from the floor to the ceiling.
Technical notes: Generates a dynamically accelerating volumetric funnel using exponential height-based radius calculations and Cartesian-to-polar coordinate modulation to simulate multi-arm spiral density, overlaid with an independent cylindrical-coordinate particle system that utilizes additive blending to render the upward-sweeping debris.
Torus
What you see: A spinning or tumbling donut of light, curving smoothly in three dimensions.
Vertical Pipes
What you see: Random columns moving up and down the Z-axis, occasionally clearing and switching directions, creating chaotic vertical traffic.
Technical notes: Transitioned the hardcoded layer-shift logic into a continuous coordinate tracking system to allow variable speeds and smooth column tracking.
Vertical Streamer
What you see: A thick, vertical column of light continuously snakes its way around the display, with the top of the beam wandering to random points while the rest of the column smoothly trails behind it like a dangling ribbon.
Technical notes: Utilizes a shifting spatial history buffer to propagate lateral movement coordinates down the vertical axis, employing sub-pixel distance attenuation for anti-aliased volumetric rendering while dynamically re-synchronizing the texture engine per layer to maintain continuous shader phase progression.
WhatTheHelix
What you see: A glowing, three-dimensional spiral winds and unwinds inside the display like a twisting pendulum, momentarily freezing its physical shape in mid-air at the peak of each swing while its colors continue to flow dynamically across the surface.
Technical notes: Utilizes a framerate-independent torsion pendulum physics model driven by a bounded trigonometric wave that intentionally suspends spatial translation at the apex of each swing, employing continuous distance-to-segment capsule-sweeping math on every vertical layer to render a sub-pixel anti-aliased volumetric helix while allowing the underlying texture engine to advance uninterrupted during structural pauses.
Wild Mouse
What you see: Like two mice scurrying around the cube, rapidly changing directions.
Wobbling Dish
What you see: A spinning, tilting flat ring reminiscent of the holding rings before General Zod was sent to the phantom zone in Superman II.
Technical notes: Projects a 2D ring into 3D space and applies a rotating normal vector to simulate gyroscopic precession along an angled plane.
Visitors can take control of Cubina using handheld Bluetooth game controllers. Familiar games are projected into the physical light volume, including both conventional two-dimensional versions and versions in which pieces, snakes, balls or spacecraft can move through all three dimensions.
In 2015 David started playing with LED lights and had a year-long sojourn into ever more complex projects that culminated in an 8 × 8 × 8 RGB cube using non-programmable LEDs, an enormous amount of soldering and some clever programming using interrupts to achieve smooth animation on a chipKit 80 MHz Arduino compatible clone. The system included audio-reactive routines through a MSGEQ7 bandpass filtering chip with an input microphone jack.
About a year into this exploration, Dana (pronounced Dah-na), David’s wife, exclaimed to David, “You’re spending an awful lot of your time with your mistress, Cubina, that you could be spending paying attention to me!” Thus, ended David’s LED hobby for several years.
Dana was the great love of David’s life. They met in 1992, were married in 1996 and spent 30 wonderful years as partners. Sadly, she passed away from cancer in 2022. This project is named Cubina to honor her memory.
Subsequently, David went to Burning Man in 2024 and his passion for LEDs was rekindled with an eagerness to use LEDs in cool ways and share his love with the community. After leaving Adobe to take some personal time off in August of 2025, he embarked on a series of fun projects including an update of his original LED hat to a “big brother” LED hat, an improved bicycle for Burning Man, a fun belt and ultimately, a prototype for a 16 × 16 × 16 cube that he thought he’d be able to scale up and bring to Burning Man in 2027. After sitting down and playing with some 50 mm LED bulbs in mid-April 2026, he mocked up a 2D curtain of 144 bulbs and his good friend Randy Popp encouraged him to bring it to unSCruz in late April and a follow-up private burn. The reception was so positive that David decided to pursue building one quarter of the final 4,096-voxel vision and thus Cubina came to life for Burning Man 2026.
Cubina is intended as a joyful light sculpture—a way to turn curiosity, play, mathematics and light into something that can be shared and enjoyed with the Burning Man community.
David can be reached at dberger71@gmail.com. Cubina pictures and videos can be found on Instagram at cubina.art.