hope i’m not turning too egocentric but thanks. i’m just a guy who tries things and don’t know that much on vectors, meshes, or hlsl for example, but what i know is when you have a renderer with 3d objects in, you can grab via dx9texture the renderer and put it in some shader as bloom or self-displacement or blur or muffy as texture. it’s a 2d technique but it works on 3d scenes and with depth of field you could maybe give more perspective to it (never tried DOF).
anyway making a bypass and switching shaders off/on can apply organic-like transformation to your scene whatever it is (2d, 3d, video…).
you could maybe make the activation of shaders progressive via alpha channel or blend fxs? try different combinations and parameters? it’s yours to experiment
to me linking shaders parameters to audio makes it more alive
after all, it depends of what you call biologic relations and interactions. but it’s clear surface shader is a strong base to begin your thing.
you could also create an L-system (growing or not) structure with audio linked to some parameters (rotation, scale, lenght…) as base scene.
you will already be able to switch between a basic geometric structure and a sound-animated (biologic) one.
put high dampers here and here and you’ll have smooth transformations between the two states