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Les styles en peinture

Les styles en peinture
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Hachura Origem: Wikipédia, a enciclopédia livre. A trama (português europeu) ou hachura (português brasileiro) é uma técnica artística utilizada para criar efeitos de tons ou sombras a partir do desenho de linhas paralelas próximas. O conceito principal é o de que a quantidade, a espessura e o espaçamento entre as linhas irão afetar o sombreamento da imagem como um todo e enfatizar as formas, criando ilusão de volume, diferenças na textura e na cor. Quando utilizadas para representar cores, as linhas tipicamente seguem um mesmo padrão para representar tons particulares. Além do desenho artístico, também o desenho técnico (arquitetônico, industrial, etc.) usa tracejados e hachuras para preencher as secções num desenho em corte. Na arte ocidental, os tracejados surgiram na Idade Média. Desenho de uma peça mecânica. Tracejado[editar | editar código-fonte] Um tracejado é um conjunto de traços a preencher uma área. Referências Portal da arte

Grâce à cet algorithme, recréez un Picasso ou un Van Gogh en une heure ! VIDÉO - Des chercheurs allemands ont conçu un programme informatique qui peut reproduire les plus grandes œuvres, à partir de photos et en un temps record. Révolutionnaire et inquiétant. Levé à 11h, Pablo Picasso travaillait ses œuvres jusqu'à 8 heures d'affilée. Une innovation pourrait bientôt permettre de recréer les tableaux du maître espagnol en moins d'une heure. Selon le Washington Post et comme le rapporte Slate, une équipe de chercheurs allemands vient de rendre public un programme informatique capable d'imiter les œuvres des plus grands peintres à partir de photos, en copiant le fonctionnement du cerveau humain. Dans l'article présentant leurs travaux et relayé par le site The Next Web, les chercheurs expliquent que l'algorithme utilise «des représentations neuronales pour séparer et recombiner le contenu et le style d'images arbitraires, fournissant un algorithme neuronal pouvant créer des images artistiques.»

Augmented reality The Amazing Holographic Universe By Michael Talbot | rense.com In 1982 a remarkable event took place. At the University of Paris a research team led by physicist Alain Aspect performed what may turn out to be one of the most important experiments of the 20th century. You did not hear about it on the evening news. In fact, unless you are in the habit of reading scientific journals you probably have never even heard Aspect's name, though there are some who believe his discovery may change the face of science. Aspect and his team discovered that under certain circumstances subatomic particles such as electrons are able to instantaneously communicate with each other regardless of the distance separating them. Somehow each particle always seems to know what the other is doing. University of London physicist David Bohm, for example, believes Aspect's findings imply that objective reality does not exist, that despite its apparent solidity the universe is at heart a phantasm, a gigantic and splendidly detailed hologram.

Multiverse: The MMO Development Platform Virtual world The user accesses a computer-simulated world which presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experience a degree of telepresence.[6] Such modeled worlds and their rules may draw from the reality or fantasy worlds. Example rules are gravity, topography, locomotion, real-time actions, and communication. Communication between users can range from text, graphical icons, visual gesture, sound, and rarely, forms using touch, voice command, and balance senses. Virtual worlds are not limited to games but, depending on the degree of immediacy presented, can encompass computer conferencing and text based chatrooms. History[edit] The concept of virtual worlds significantly predates computers. Among the earliest virtual worlds implemented by computers were virtual reality simulators, such as the work of Ivan Sutherland. Maze War was the first networked, 3D multi-user first person shooter game. Virtual world concepts[edit] Economy[edit]

How to Practice Drawing — Study To get better as an artist you need to establish a practice, and do it right. The core of this practice is the Study Phase. The Study Phase is meant to be a mental workout. Be prepared. To make herself stronger, an athlete needs resistance. I ran upon this image recently that summed things up really well: Image from a presentation by John K, Nick Cross and Marlo Meekins. If I could be so bold as to make a modification on bit of advice from some of best animation artists out there: Study of Life and Study of Other Artists should come before Imagination. Now we know what are tools are, this is how we use them: Create a Library Start creating a library of art that looks like the stuff you want to do. List Your Skills Start to list skills you’ve identified from looking at your library. Choose a Focus Choose one skill you would like to study. Make this the only focus of every study session for the time being. Choose a Drill I’m going to try and provide more drill ideas in the future. Take Note

Cours De Dessin En Ligne - III - LES EXERCICES | cddel.artblog.fr Les proportions du corps... ... sont les premiers éléments à repérer et à apprendre pour connaître l'anatomie humaine. L'exercice du croquis est une étape nécessaire avant d'apprendre les proportions pour vous entraîner à bien observer l'espace, les distances, les dimensions... Ensuite, je vous suggère de vous munir d'un canon classique : une découpe (en général en 8 "têtes") d'un corps masculin "standard" (il existe également des découpes en 7, voire 9 ou 10 ; 6 "têtes" pour un manga), d'un dessin de squelette (voire un vrai squelette si vous en avez les moyens), ainsi que différents modèles de nus (en photos noir et blanc ou nature). Un corps est un volume composé d'une structure : le squelette, de formes : les muscles et d'une surface, d'un contour : la peau. ■ Familiarisez-vous avec les proportions en redessinant le squelette de manière simplifiée, tracez le contour de cette structure en dessinant la peau (d'après le canon).

What is the Mandate of Heaven in China? Answer: The "Mandate of Heaven" is an ancient Chinese philosophical concept, which originated during the Zhou Dynasty (1046-256 BCE). The Mandate determines whether an emperor of China is sufficiently virtuous to rule; if he does not fulfill his obligations as emperor, then he loses the Mandate and thus the right to be emperor. There are four principles to the Mandate:1) Heaven grants the emperor the right to rule,2) Since there is only one Heaven, there can only be one emperor at any given time,3) The emperor's virtue determines his right to rule, and,4) No one dynasty has a permanent right to rule. Signs that a particular ruler had lost the Mandate of Heaven included peasant uprisings, invasions by foreign troops, drought, famine, floods and earthquakes. Although the Mandate of Heaven sounds superficially similar to the European concept of the "Divine Right of Kings," in fact it operated quite differently. The Mandate of Heaven in Action: Effects of the Mandate of Heaven Idea

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