Fractal Art Wallpaper wallpaper Wallpaper Download This Wallpaper has been downloaded 56339 times. Wallpaper Download Sizes 1600x1200 Add this wallpaper to your website - or to a forum - Distance Estimated 3D Fractals (III): Folding Space The previous posts (part I, part II) introduced the basics of rendering DE (Distance Estimated) systems, but left out one important question: how do we create the distance estimator function? Drawing spheres Remember that a distance estimator is nothing more than a function, that for all points in space returns a length smaller than (or equal to) the distance to the closest object. It is fairly easy to come up with distance estimators for most simple geometric shapes. (1) DE(p) = max(0.0, length(p)-R) // solid sphere, zero interior (2) DE(p) = length(p)-R // solid sphere, negative interior (3) DE(p) = abs(length(p)-R) // hollow sphere shell From the outside all of these look similar. What about the first two? From left to right: Sphere (1), with normal artifacts because the normal was not backstepped. Notice that distance estimation only tells the distance from a point to an object. Combining objects Distance fields have some nice properties. So now we have a way to combine objects.
Generative Art Links Some links to Generative Art, Math & Fractals, and other creative ways of creating computional imagery. The list is not meant to be exhaustive: rather, it is a list of my favorite links. Generative Art Software General-Purpose Software Processing is probably the most used platform for Generative Art. Nodebox – A Python based alternative to Processing. vvvv is “a toolkit for real time video synthesis”. PureData a “real-time graphical dataflow programming environment for audio, video, and graphical processing.” Specific Systems Context Free Art – uses Context Free Design Grammars to generate 2D images. Structure Synth – my own attempt to extend Context Free Art into three dimensions. TopMod3D – “is a free, open source, portable, platform independent topological mesh modeling system that allows users to create high genus 2-manifold meshes”. Ready. K3DSurf – 3D surface generator (for a nice example check out this one by Schmiegl). Fractals and Math Art Software Fragmentarium. GLSL Sandbox by Mr.
ShapeOp: Open-source C++ Library for Geometry Processing Attend / Schedule | New Media Film Festival Attend 6th Annual New Media Film Festival June 9 & 10 2015 at The Landmark 10850 W. Pico Blvd. LA CA Enjoy Red Carpet Press Junket, VIP Soiree, Screenings from Around the World including World, US & LA Premieres. Purchase your VIP badge now (ticket sales below) TUESDAY JUNE 9 Evening Attend any/all events with your VIP badge Ongoing International Art Exhibit New Media Marketing Table 6:00pm-7:30pm Pre Fest Pre Fest Documentary Screenings Q & A Details/Tickets 7:00pm-11:00pm Opening Night Celebration Red Carpet Press Junket Wine & Cheese VIP Soiree Opening Remarks, 3D and selected screenings Q & A Details/Tickets WEDNESDAY JUNE 10 Day / Afternoon Networking Lounge New Media Marketing Table 9:00am–Noon Web Series Scripts Q & A Panel 1 Details/Tickets 12:30pm–3:00pm S.T.E.A.M. Details/Tickets 3:30pm–6:00pm Distribution & Finance Panel 2 Trailers Shorts Machinima Apps Pilots Q & A Details/Tickets WEDNESDAY JUNE 10 Evening 6:30–8:30pm Closing Night Programming Q & A Details/Tickets 9:00pm-11:00pm Details/Tickets
Fractal Science Kit - Fractal Generator Klein bottle Structure of a three-dimensional Klein bottle In mathematics, the Klein bottle /ˈklaɪn/ is an example of a non-orientable surface; informally, it is a surface (a two-dimensional manifold) in which notions of left and right cannot be consistently defined. Other related non-orientable objects include the Möbius strip and the real projective plane. The Klein bottle was first described in 1882 by the German mathematician Felix Klein. Construction This square is a fundamental polygon of the Klein bottle. Note that this is an "abstract" gluing in the sense that trying to realize this in three dimensions results in a self-intersecting Klein bottle. By adding a fourth dimension to the three-dimensional space, the self-intersection can be eliminated. This immersion is useful for visualizing many properties of the Klein bottle. A hand-blown Klein Bottle Dissecting the Klein bottle results in Möbius strips. Properties A mathematician named Klein Thought the Möbius band was divine. Notes
Bonus: Luma Pictures’ new tools for Doctor Strange Doctor Strange has been a huge film for Marvel. To achieve their sections of the film, Luma Pictures developed a set of new tools, including some they will even be sharing with the community. Luma Pictures worked on several key sequences including the opening London sequence and they also booked ended the film with the Dormammu sequence and the Dark realm. London For the London sequence Luma developed a new fractal tool to do volumetric meshing and transforming of the buildings. "With what we needed to do we needed to art direct the speed, the movement and look at all of these 'fractals'," says Cirelli. Luma pictures literally choreographed the fractals, "which is not an easy task." The Mandelboxes are different from Mandleblubs used the film Suicide Squad. "The Mandelbox that we used allowed us to do all the arranging, mirroring and manipulation of the frequency of the volume of the London buildings, along with all the slicing and dicing," explained Cirelli. Vince Cirelli VFX Supervisor
CGAL 4.5.2 - 3D Surface Subdivision Methods: User Manual Author Le-Jeng Andy Shiue Subdivision methods are simple yet powerful ways to generate smooth surfaces from arbitrary polyhedral meshes. Unlike spline-based surfaces (e.g NURBS) or other numeric-based modeling techniques, users of subdivision methods do not need the mathematical knowledge of the subdivision methods. The natural intuition of the geometry suffices to control the subdivision methods. Subdivision_method_3, designed to work on the class Polyhedron_3, aims to be easy to use and to extend. In this chapter, we explain some fundamentals of subdivision methods. A subdivision method recursively refines a coarse mesh and generates an ever closer approximation to a smooth surface. Many refinement patterns are used in practice. The figure demonstrates these four refinement patterns on the 1-disk of a valence-5 vertex/facet. Stencils with weights are called geometry masks. The weights shown here are unnormalized, and n is the valence of the vertex. #include <CGAL/Simple_cartesian.h> E.
"The Third Image": Oberhausen explores 3D as experiment Departures in 3D: Oberhausen presents “The Third Image – 3D Cinema as Experiment” 3D today is automatically associated with big budget action movies and animations. 3D has often been discovered and then buried again in the course of cinema history, never managing to achieve true commercial success. Chris Lavis and Maciek Szczerbowski tell a mythical tale of space and time using stereoscopic means in Cochemare, Alexandre Larose in his Brouillard – Passage #14 conjures a similarly convincing feeling of three-dimensionality using multiple exposures. “The Third Image – 3D Cinema as Experiment” continues Oberhausen’s series of investigations into the cinema space, from “Kinomuseum” (2007) and “Flatness” (2013) to “Memories Can‘t Wait – Film without Film“ (2014), with an exploration of the innovative potential of stereoscopic cinema. The curator: Björn Speidel is a filmmaker and a graduate of the experimental media design course at the Berlin University of the Arts.
Fractal eXtreme: Mandel Louvre These images, of various different types of fractals, were all discovered and coloured with Fractal eXtreme, by Cygnus Software. Click on these images to see 320 by 240 versions of them, plus their coordinates. If you want to see an index that points at 640 by 480 versions of these images, click here. To see an index created out of 320 by 240 images, click here. Click here to see a fractal calculated at a magnification of over ten to the three hundredth power. Other Fractal Sites To recreate these images yourself, download all 48 original images and load them into Fractal eXtreme for continued exploration. <center><table bgcolor=ffffff cellspacing=0 border=2 bordercolor=red><tr><td><table cellpadding=2 cellspacing=0 border=0><tr><td align=center><span>This site is a member of WebRing. Why Buy FX? Copyright © 1997 Cygnus Software.
Polygon Triangulation - Graphics Programming and Theory Modern GPUs have an annoying habbit of only liking to draw triangles. Often when using 3D modeling programs or vector-based drawing applications to produce game art, you'll get instead a soup of arbitrary polygons. This is an issue if you plan to rasterize these polygons. Fortunately, polygons can be decomposed into triangles relatively easily.There are many different ways to decompose polygons into triangles. Typically though you only implement an algorithm that's advanced enough to suit your needs. For example, convex polygons are easier to triangulate than concave ones, and polygons with a hole in the middle of it are a little complicated to get right (and are also beyond the scope of this article: I'll be covering ear clipping at the most in this article. For Convex Polygons This one is by far the easiest. For this case, you can pick any vertex in the polygon and create a triangle fan outward. For Concave Polygons This algorithm is called "ear clipping." Here's the algorithm: