Processing

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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. Make: Online | Codebox: Explore Recursion with Processing Make: Online | Codebox: Explore Recursion with Processing
Physics_Sim - esc-studio
Processing Workshop IAAC Barcelona on Vimeo
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. From #Processing sketches to the #Android Market in 7 steps -Tutorial by @_01010101 From #Processing sketches to the #Android Market in 7 steps -Tutorial by @_01010101
Lattice Cyrtoidea : un album
Processing Workshop IAAC Barcelona on Vimeo
Music Generated Geometry using Processing, Grasshopper & GHowl
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. Guide to Meshes In #Cinder by Joshua Noble (@factoryfactory) #Tutorials Guide to Meshes In #Cinder by Joshua Noble (@factoryfactory) #Tutorials
For example, here is some code for a 30mm thin-walled cube: CodeThread codeThread= new CodeThread(); int feed = 1200; codeThread.setDefaults(); codeThread.extruderOnFwd(); CodeThread - GCode from Processing by diatom CodeThread - GCode from Processing by diatom
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) Depth-of-field in Processing « evilpaul.org Depth-of-field in Processing « evilpaul.org
Origami Tessellation, Auxetic Grid Origami Tessellation, Auxetic Grid Grasshopper is a pretty cool guy. It has given a generation of architecture students their first taste of programming, and has prompted interest in procedural geometry/parametric modelling/etc. Despite its achievements, Grasshopper has two issues in my mind: the issue of confining users to functional programming, and the more specific problem of storing data in two dimensional arrays. This post will deal with the first. First, let me quickly summarize the difference between two different programming paradigms.
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 : 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.
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. Capturing the dynamism and diversity of the MIT Media Lab - New identity by @TheGreenEyl #Processing
Adaptive Materiality: Ongoing Research Project on Material Systems Affordances | Digital [Sub]stance Adaptive Materiality: Ongoing Research Project on Material Systems Affordances | Digital [Sub]stance 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.
Marios T on Vimeo
Processing the city
particleflow
SunBloc self shading screen in reverse SunBloc living wall SunBloc by night Team HelioMet and the SunBloc project win the RIBA Silver Medal A prominent SunBloc neighbour ASD-Digital Design Research / Digital Design Research, Department of Architecture and Spatial Design, London Metropolitan University 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 on Vimeo
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.
P55 + PeasyCam
P55 UI_01