kandid's latest activity
- 2y ·
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Public·
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chaos.social
{"p":"","h":{"iv":"ROXSYW+cfvEbFHu5","at":"ocxplSQjdRC3tXEtB/9/wg=="}}
The rule set of this L-system.
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The rule set of this L-system.
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The rule set of this L-system.
The rule set of this L-system.
- 2y ·
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Public·
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chaos.social
{"p":"","h":{"iv":"ROXSYW+cfvEbFHu5","at":"ocxplSQjdRC3tXEtB/9/wg=="}}
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Eye contact with a Triceratops.
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Eye contact with a Triceratops.
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Eye contact with a Triceratops.
Eye contact with a Triceratops.
- 2y ·
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Public·
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chaos.social
{"p":"","h":{"iv":"ROXSYW+cfvEbFHu5","at":"ocxplSQjdRC3tXEtB/9/wg=="}}
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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Du hast dich doch damit beschäftigt wie ein Linienzug fortgesetzt werden kann.
Dies hab ich heute im ZKM gesehen.
Alina Bukina
miracle support
See less
Du hast dich doch damit beschäftigt wie ein Linienzug fortgesetzt werden kann.
Dies hab ich heute im ZKM gesehen.
Alina Bukina
miracle support
Du hast dich doch damit beschäftigt wie ein Linienzug fortgesetzt werden kann.
Dies hab ich heute im ZKM gesehen.
Alina Bukina
miracle support
- 2y ·
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Public·
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chaos.social
{"p":"","h":{"iv":"ROXSYW+cfvEbFHu5","at":"ocxplSQjdRC3tXEtB/9/wg=="}}
@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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@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.
See less
@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.
@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.
- 2y ·
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Public·
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chaos.social
{"p":"","h":{"iv":"ROXSYW+cfvEbFHu5","at":"ocxplSQjdRC3tXEtB/9/wg=="}}
top row right: original with some noise
bottom row left: Gaussian blur
bottom row right: bilateral Gaussian blur
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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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top row right: original with some noise
bottom row left: Gaussian blur
bottom row right: bilateral Gaussian blur
top row right: original with some noise
bottom row left: Gaussian blur
bottom row right: bilateral Gaussian blur
- 2y ·
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Public·
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chaos.social
{"p":"","h":{"iv":"ROXSYW+cfvEbFHu5","at":"ocxplSQjdRC3tXEtB/9/wg=="}}
@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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@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.
See less
@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.
@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.
- 2y ·
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Public·
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chaos.social
{"p":"","h":{"iv":"ROXSYW+cfvEbFHu5","at":"ocxplSQjdRC3tXEtB/9/wg=="}}
A pixel sorting algorithm on the smartphone. Created with the fragment shader extensions for #Hydra. The "reference" input stream is provided by my turntable on which some toys are rotating.
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A pixel sorting algorithm on the smartphone. Created with the fragment shader extensions for #Hydra. The "reference" input stream is provided by my turntable on which some toys are rotating.
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A pixel sorting algorithm on the smartphone. Created with the fragment shader extensions for #Hydra. The "reference" input stream is provided by my turntable on which some toys are rotating.
A pixel sorting algorithm on the smartphone. Created with the fragment shader extensions for #Hydra. The "reference" input stream is provided by my turntable on which some toys are rotating.
- 2y ·
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Public·
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chaos.social
{"p":"","h":{"iv":"ROXSYW+cfvEbFHu5","at":"ocxplSQjdRC3tXEtB/9/wg=="}}
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Warning. A German Idyll.
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Warning. A German Idyll.
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Warning. A German Idyll.
Warning. A German Idyll.
- 2y ·
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Public·
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chaos.social
{"p":"","h":{"iv":"ROXSYW+cfvEbFHu5","at":"ocxplSQjdRC3tXEtB/9/wg=="}}
a color meditation.
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a color meditation.
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a color meditation.
a color meditation.
- 2y ·
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Public·
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chaos.social
{"p":"","h":{"iv":"ROXSYW+cfvEbFHu5","at":"ocxplSQjdRC3tXEtB/9/wg=="}}
Some frames from this animation.
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Some frames from this animation.
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Some frames from this animation.
Some frames from this animation.
- 2y ·
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Public·
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chaos.social
{"p":"","h":{"iv":"ROXSYW+cfvEbFHu5","at":"ocxplSQjdRC3tXEtB/9/wg=="}}
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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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)
)
See less
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)
)
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)
)
- 2y ·
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Public·
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chaos.social
{"p":"","h":{"iv":"ROXSYW+cfvEbFHu5","at":"ocxplSQjdRC3tXEtB/9/wg=="}}
Trying to create this graphics to be similar to "Schotter" by Georg Nees.
I use a domain specific language on top of #Clojure.
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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 #Clojure.
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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 #Clojure.
Trying to create this graphics to be similar to "Schotter" by Georg Nees.
I use a domain specific language on top of #Clojure.
- 2y ·
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Public·
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chaos.social
{"p":"","h":{"iv":"ROXSYW+cfvEbFHu5","at":"ocxplSQjdRC3tXEtB/9/wg=="}}
Synthetic waves. The colors come from photographs I took on the Portuguese coast.
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Synthetic waves. The colors come from photographs I took on the Portuguese coast.
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Synthetic waves. The colors come from photographs I took on the Portuguese coast.
Synthetic waves. The colors come from photographs I took on the Portuguese coast.
- 2y ·
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Public·
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chaos.social
{"p":"","h":{"iv":"ROXSYW+cfvEbFHu5","at":"ocxplSQjdRC3tXEtB/9/wg=="}}
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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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.
See less
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.
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.
- 2y ·
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Public·
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chaos.social
{"p":"","h":{"iv":"ROXSYW+cfvEbFHu5","at":"ocxplSQjdRC3tXEtB/9/wg=="}}
@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.
…See more
@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.
See less
@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.
@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.
- 2y ·
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Public·
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chaos.social
{"p":"","h":{"iv":"ROXSYW+cfvEbFHu5","at":"ocxplSQjdRC3tXEtB/9/wg=="}}
@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
| ------+
| - +
| - +
| - +
| - +
|------+
…See more
@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
| ------+
| - +
| - +
| - +
| - +
|------+
See less
@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
| ------+
| - +
| - +
| - +
| - +
|------+
@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
| ------+
| - +
| - +
| - +
| - +
|------+
- 2y ·
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Public·
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chaos.social
{"p":"","h":{"iv":"ROXSYW+cfvEbFHu5","at":"ocxplSQjdRC3tXEtB/9/wg=="}}
- 2y ·
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Public·
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chaos.social
{"p":"","h":{"iv":"ROXSYW+cfvEbFHu5","at":"ocxplSQjdRC3tXEtB/9/wg=="}}
@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.
…See more
@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.
See less
@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.
@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.
- 2y ·
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Public·
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chaos.social
{"p":"","h":{"iv":"ROXSYW+cfvEbFHu5","at":"ocxplSQjdRC3tXEtB/9/wg=="}}
@nclslbrn @ferdoropeza I already had several years of experience with #openFrameworks. 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 #Clojure with the C++ openFrameworks world. Lisp is used as domain specific language. Translated into OpenGL shading language. Or executed by a byte code interpreter.
…See more
@nclslbrn @ferdoropeza I already had several years of experience with #openFrameworks. 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 #Clojure with the C++ openFrameworks world. Lisp is used as domain specific language. Translated into OpenGL shading language. Or executed by a byte code interpreter.
See less
@nclslbrn @ferdoropeza I already had several years of experience with #openFrameworks. 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 #Clojure with the C++ openFrameworks world. Lisp is used as domain specific language. Translated into OpenGL shading language. Or executed by a byte code interpreter.
@nclslbrn @ferdoropeza I already had several years of experience with #openFrameworks. 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 #Clojure with the C++ openFrameworks world. Lisp is used as domain specific language. Translated into OpenGL shading language. Or executed by a byte code interpreter.