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The rule set of this L-system.

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Eye contact with a Triceratops.

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@bleeptrack

Du hast dich doch damit beschäftigt wie ein Linienzug fortgesetzt werden kann.

Dies hab ich heute im ZKM gesehen.

Alina Bukina
miracle support

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@madskjeldgaard This month I'm almost never at home where my powerful computers are. I only have an old, very old, laptop with me. Which supports neither OpenGL nor openFrameworks. Can only help with "theory" right now.

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top row right: original with some noise

bottom row left: Gaussian blur

bottom row right: bilateral Gaussian blur

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@asleepyfrog Thank you very much for the compliments. My algorithmic animations will look better if I include film or photo footage from the real world. The purely generative approach often looks too sterile.

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A pixel sorting algorithm on the smartphone. Created with the fragment shader extensions for . The "reference" input stream is provided by my turntable on which some toys are rotating.

gitlab.com/metagrowing/extra-s

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Warning. A German Idyll.

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{"p":"","h":{"iv":"ROXSYW+cfvEbFHu5","at":"ocxplSQjdRC3tXEtB/9/wg=="}}

a color meditation.

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Some frames from this animation.

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At the moment i am looking for simple sparse shapes. The program is also spartan.

(use 'g2d.core)

(g2d
(rule R (rect '(+ 1 (* 0.2 (noise 0.2 30))) 0.2))

(rule E (ellipse 0.25 1.0))

(rule P
(invoke R)
(invoke E)
(invoke P { :on :coord :ty 0.23})
)

(start P 99)
)

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Trying to create this graphics to be similar to "Schotter" by Georg Nees.

I use a domain specific language on top of .

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Synthetic waves. The colors come from photographs I took on the Portuguese coast.

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The original footage shows a reconstruction of the ENERGIETUNNEL (energy tunnel) by Walter Giers. Post-processed with slitscan, average and maximum over all frames of the film recording.

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@bleeptrack @odbol @kristinHenry
I think we have to look at this more closely. It depends on how someone uses these tools (neural networks, rule-based AI or genetic algorithms).

For my graphics, I use rule-based generators to create geometries. Rule based stuff was once an area of AI.

Or I use genetic algorithms to generate color patterns.

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@madskjeldgaard Another approach would be to insert a geometry shader into the pipeline between the vector shader and the fragment shader. The geometry shader receives the two end points of the straight line. And creates 2 triangles. So that a long and small rectangle is formed along the line.

Input 1 line
+------+

Output 2 triangles
| ------+
| - +
| - +
| - +
| - +
|------+

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A pixel sort made with .

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@kf @klli Years ago i had written a software to simulate the "slit scan" effect. Or similar effects. As source material i need "short films". It depends on how the movement in the frames runs. A rotating movement on a static background is a promising candidate.

A batch job then calculates about a dozen variations. Only a few are interesting.

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@nclslbrn @ferdoropeza I already had several years of experience with . When the pandemic started i took a close look at how Hydra from @ojack is made. Especially the frame buffer management. I combined this with my earlier experiments. This resulted in "analog Not analog". aNa combines with the C++ openFrameworks world. Lisp is used as domain specific language. Translated into OpenGL shading language. Or executed by a byte code interpreter.

metagrowing.org/

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