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Last week I opened an exhibition by Canberra artist Jonathan McCabe – The Origami Butterfly Method . The show presents a family of images made with a supremely elegant – and as far as I know original – generative technique. The Method goes something like this.
If you’ve seen any reality zoo/wild-life program you’ll recognize this. Five minutes into the show you’re confronted with a wounded, magnificent animal, held in captivity so its caretakers can nurture and feed it. And inevitably, after three commercial breaks, they release it, teary-eyed, back into the wild. It’s a pivotal moment that turns their leopard into anyone’s/no one’s leopard.
Turing patterns are the more common name for "reaction-diffusion patterns" which are found in abundance throughout the natural world. They are formed by a simple system of cell-cell communication; cells secrete signals that mean nearby cells will become the same as them, whereas far away cells will differentiate. In terms of colour this leads to dots and stripes patterns, which are found in almost all patterning systems in nature:
Genuine Comments From Visions Of Chaos Users "I'm a long-time user and big fan of the software, and find it more intuitive and full-featured than just about any other fractal generator out there. I'm also extremely happy that you've continued updating Visions Of Chaos" "Visions of Chaos is a remarkable and easy to use fractal and chaos program. It is highly useful as well as entertaining!
Cellular Automata Music The following files are examples of cellular automata music. They are all zipped midi files and are less than 1 kB in size. Finding CA rules that lead to interesting music is a difficult task.
Blurring is a very powerful operation used in image processing and procedural texture generation. Blurs involve calculating weighted averages of areas of pixels in a source image for each pixel of the final blurred image. Computing these weighted averages can be very expensive.
September 3, 2010 by Badgerati i 7 Votes
A summed area table (also known as an integral image ) is a data structure and algorithm for quickly and efficiently generating the sum of values in a rectangular subset of a grid. It was first introduced to computer graphics in 1984 by Frank Crow for use with mipmaps . In computer vision , it was first prominently used within the Viola–Jones object detection framework in 2002. However, historically, this principle is very well known in the study of multi-dimensional probability distribution functions, namely in computing 2D (or ND) probabilities (area under the probability distribution) from the respective cumulative distribution functions . [ 1 ]
Since the advent of motion pictures, filmmakers have endeavored to transport the viewers to fantastic worlds, different times, and far away places. Tools and techniques for achieving these illusions have evolved during the short history of the cinematic art form such as miniature sets, stop-motion animation, computer generated characters and environments, among many others. In regarding to it, my talk will discuss Matte paintings are one of the oldest and most effective special effects. These highly detailed paintings have a tradition that stems from hundreds of years ago. Proceeding through with examples like, flat planes of wood and canvas were painted to add depth and realism to a stage set; during the Renaissance master artists created the most realistic art of their time using newly developed proficiency in perspective, perception, light, shadow, and color.
The methods I have always done is to first take the File SOP and pass it to a "Reverse" SOP if it is from a .obj from Maya. This reverses normals and such so that it displays correctly in Houdini. If the model still looks messed up, you may need to connect it to a "Facet" SOP to consolidate points, cusp (harden edges based on angle), and/or recompute normals, etc., but be careful of this if you need to rely on the different meshes being seperate like in my second method below. Now for this first method to work, the input geometry needs to have seperate groups in it that are generally created based on material assignments in Maya or whatever. You can middle mouse click (and hold) on the File SOP to see if these exist. If there are seperate groups I connect the node to a "Delete" SOP in the network pane.
Algorithmic art , also known as algorithm art , is art, mostly visual art , of which the design is generated by an algorithm . Algorithmic artists are sometimes called algorists . [ edit ] Overview "Octopod" by Mikael Hvidtfeldt Christensen. An example of algorithmic art produced with the software Structure Synth .
Evolutionary art is created using a computer. The process starts by having a population of many randomly generated individual representations of artworks. Each representation is evaluated for its aesthetic value and given a fitness score.
In 2008 I made some experiments in raymarching again, inspired by distance field optimizatios. I made five images using the technique, where all the objects, textures and lighting was procedural (each image fits in fact in less than 4 kiloytes, rendering engine and presentation included). I made a presentation about the technique, you can find it here . More information about procedural modeling for raymarching can be found here , and info about lighting can be found here You can also download a small program that will generate these raymarching images on your hard disk. Actually it generates five images, yet it´s only 13 kilobytes.