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Online | Codebox: Explore Recursion with Processing. Recursion is an important programming technique that lends itself to a variety of areas, not least of which is creating interesting visual images. In brief, recursion is a technique for breaking a complex problem into smaller and simpler versions of itself (this is called the “recursive step”) until the problem is trivial to solve (this trivial case is called the “base case”). This Codebox a variety of sketches that will help you explore this fun and interesting technique using simple geometrical concepts. Many artists have used recursive themes in their work, particularly M.C. Escher and Rene Magritte. The following program uses recursion to creates a faux-Mondrian.

The output will look something like this: Finally, here’s the sketch, mondrian.pde: The piet() function is the heart of the program, and illustrates how most recursive programs work. Simple recursive processes are often used to create natural looking objects. Lines are represented as vectors. Here’s the sketch, plant.pde: Physics_Sim - esc-studio. Processing Workshop IAAC Barcelona. From #Processing sketches to the #Android Market in 7 steps -Tutorial by @_01010101. Photo by Lei Gao Introduction In this tutorial, you’ll learn how to sign and publish a Processing/Android sketch to the Android Market. Note that the signing process should be automated and accessible from the PDE quite soon. You can follow this specific issue here and get an alert when the bug is fixed. > Pre-requisites (installation steps are covered here): - Processing 1.5 installed - Android SDK > Pre-requisites for Windows users - Java SE ( - Ant ( Step One- Create and export your sketch If you haven’t already, I encourage you to first read Jer Thorp’s introduction to Mobile development using Processing for how to setup your environment and run your first sketch.

Another page worth visiting is the Processing for Android Wiki That being said, you can use this sketch as a starting point and modify it to fit your needs. [/sourcecode] Step Two – Create a key to sign your app Save these changes. Lattice Cyrtoidea : un album. Processing Workshop IAAC Barcelona. Music Generated Geometry using Processing, Grasshopper & GHowl. Guide to Meshes In #Cinder by Joshua Noble (@factoryfactory) #Tutorials. Introduction Written by Joshua Noble, with images by Robert Hodgin This article is going to cover two things in great detail: vertices and meshes and how they are handled in Cinder. There are a few different names for things that may be new to you in this tutorial which I’ll lay out for you right at the beginning: vertices, mesh, TriMesh, VboMesh, and VBOs.

If any of those are already familiar to you and you simply want implementation details on how they work, feel free to skip ahead or around, I won’t be offended. For those of you who want more background, we’ll proceed in an orderly fashion. So, let’s begin at the beginning: the vertex. What do these vertices look like in pre? Gl::vertex( Vec3f(300, 100, 0) ); // creates an OpenGL vertex from a Vec3f Those vertices are passed to your graphics card and your graphics card fill in the spaces in between them in a processing usually called “the rendering pipeline”. You may be thinking: “I’ll just make eight vertices and voila: a cube.” CodeThread - GCode from Processing by diatom. Depth-of-field in Processing « evilpaul.org. It’s an old trick: generate a set of pre-blurred sprites and choose the right one to show (based on depth) to give the illusion of an expensive depth-of-field effect.

Here it is in a Processing sketch: (click on the picture to run the demo) Use the mouse over the applet to control it – left/right controls rotation, up/down controls focal point and a deft click of the left mouse button gives an extra little kick to the simulation. Once again this is just quick code thrown together over a couple of hours. I stole the pre-blurred sprites from Mr Doob’s similar HTML5 sketch.. Origami Tessellation, Auxetic Grid. M2: 09.11.2010/Benjamin Dillenburger : MAS CAAD ETHZ 2010-2011 · ITA(Institute of Technology in Architecture), Faculty of Architecture ETH Zurich. M2: 09.11.2010/Benjamin Dillenburger Posted by mascaad2010 on Friday, November 5, 2010 · Leave a Comment Computational Architecture – Topographies & Topologies Can architecture be computed? The potential of computational architecture goes far beyond curved surfaces and free-form geometries.

Rather, it is an entirely novel method of design. This method can not only generate previously inconceivable forms, but can also enable designs that incorporate complex sets of relationships with out resorting to reductionism. In using these technologies, the architect no longer designs the geometry, but rather designs the process by which the geometry is generated. The role of the computer progresses from a drawing aid to an intelligent assistant. Benjamin Dillenburger writes programs instead of drawing. Digital Catenary Simulation of a hanging model based on a spring-system Oblique Circulation Folding planes through artificial evolution Stadtigel Kaisersrot at the in the International Architecture Biennale. Capturing the dynamism and diversity of the MIT Media Lab - New identity by @TheGreenEyl #Processing.

In 2010 MIT Media Lab approached TheGreenEyl and E Roon Kang to update their identity for the lab’s 25th anniversary. Previous identity components were designed in 1984 by Jaqueline Casey, but there never was an actual logo per se. The team developed an algorithmic logo using Processing (founded by Ben Fry and Casey Reas in 2001 while at the MIT Media Lab) in an effort to capture the dynamism and diversity of the MIT Media Lab.

The main concept is the idea of the intersection, each of the cones representing one individual coming to the lab. Richard The describes:People come from many different backgrounds—engineers, scientists, artists, designers— and have very different ways of thinking, seeing and working. The algorithm is a Processing application that generates the individual logos. Project Page. Adaptive Materiality: Ongoing Research Project on Material Systems Affordances. I have been working for the past seven months on a research project which was initiated during my postgraduate studies on exploring collective intelligence in regard with contemporary material systems.

This research is looking into how form and matter is created and growing in natural systems, trying to translate this procedure into a computational approach using the dynamic and adaptive characteristics of swarm intelligence algorithms. Here is a video I made for my graduation thesis. The code was written in Processing. I’ll try to post more stuff on this research in the future. Anyone interested in the process or the code please drop me a line.

Like this: Like Loading... Marios T. Processing the city. Particleflow. ASD-Digital Design Research / Digital Design Research, Department of Architecture and Spatial Design, London Metropolitan University. Pi_Page_29. Attraction System. Keyword Topography. TUTORIAL 15_UI. Creating Contour Maps. Creating Contour MapsCreating 3d contour maps using heightmaps in processing. For some of our past projects we were in the need of creating 3d contour maps in Processing. A contour, or topographic map, uses contour lines which join points of equal elevation above a given level to show valleys and hills. You can think of these lines as intersection of a 3-dimensional surface and several horizontal planes. The following tutorial will cover two main questions. Creating a contour map We started working on different approaches creating the contour maps but realized most of them were either too slow, the results were not really satisfying, or it wasn’t possible to transform them to 3d as they were pixel based.

So after testing different libraries, we decided to use v3gas Blob Detection library which seemed to be the best for our purpose. Processing code import blobDetection. PImage img; void draw() { background(0); translate(-img.width*factor/2,-img.height*factor/2); Creating heightmaps. P55 + PeasyCam. P55 UI_01.