When you see an idea you’ve been playing with executed by someone else (who happens to absolutely nail it), it’s always pretty satisfying. Such a project is Andy Huntington and Drew Allan’s Cylinder, which is a set of digitally fabricated physical representations of sound input. Having wanted to do some sort of buildable model based on music for some time now, it’s really nice to see these guys pull it off with some seriously nice looking objects. (via generator.x)
Another similar physical realization of sound is Daniel Widrig and Shajay Booshan’s Binaural Object. This, in my opinion, is a little less visually stunning than Cylinder, but still maintains the same spiky qualities and looks great. Reminds me of the blood slides from Dexter.
Surface detail is an incredible, elaborate, 3D generative fractal art piece set to music. The surface of the sphere constantly deforms into new and exotic textures.
Stanza is an artist who makes a lot of generative art from a variety of sources. This one is from his automaton series. I like this one the most out of his work because I feel that a lot of generative art looks really messy and unorganized despite all the rigorous math and computation that goes into him, but this series seems very crisp and like there is a clear structure behind it. In general, I like the use of color in his art, though this piece is not a prime example.
Quasimodo
I can’t get a picture to upload, but here is a project created by this guy that just generates a bunch of bezier curves that look really elegant and smooth. Kind of mesmerizing to watch, although I wish there were some color variation.
Klaus Sutner
The Farey sequence and Ford circles.
Iterating riffle shuffle.
One of my professors really enjoys visualizations of complex theoretical computer science concepts. Admittedly, they aren’t the prettiest because his goal is more to show the pattern than to make a work of art. But they are very very technical, and it’s pretty impressive to see these abstract concepts described in images. He has a gallery of these images here.
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I’m a huge fan of Dave Bollinger’s work “Density” (http://www.davebollinger.com/works/density/). He does a mix of generative art and traditional art, and he blends computer programming with traditional mediums. He’s done some generative works that are in a wood block style, and I think they look pretty cool. Unfortunately, he doesn’t document his process very much.
There’s a service online called DNA11 (www.dna11.com) that produces generative art from DNA. You submit a small DNA sample, and they run a PCR of it, colorize it, and enlarge it onto a large canvas. I think it’s a really cool form of generative art because it’s completely personalized.
I think it’d be fun to use this assignment to create an art piece I can hang in my apartment (my walls are looking pretty bare right now…) so I’ve been focusing on generative art that creates static images. I found the work of Marius Watz pretty interesting because he uses code to produce large wall-sized artworks that are visually intriguing and have a lot of originality from piece to piece, while retaining a sense of unity among the set. You can browse the collection of final images here: http://systemc.unlekker.net/showall.php?id=SystemC_050114_150004_04.
The Snail on the Slope is a generative animation inspired by a book by the same title.
The animation deals with a set of ‘humans’ trying to conquer a “forest” that fights back against them- it was made in Processing, and it’s actually quite beautiful. I love the faded aesthetic it begins to take on
an iPhone app that allows the user to generate a kaledioscope image. The images do not move, which is a pity; I kind of wish it gave you an animation to watch after you pick your 10 shapes and 6 colors, but the stills are rewarding in their own way. It’s interesting to note that Davis creates images just like these as a part of his artistic practice, and in giving others the tools to follow in his footsteps, he both invites people into his creative process and stirs up all sorts of issues about ownership. Is every image generated with his tool his, even if others use it? Is the creator of the tool always the original creator? Questions, questions.
I know this was shown in class, but I absolutely adore the collective Nervous System. I would kill to be able to do something similar; turn algorithms from nature/everyday life into wearable/touchable objects. The jewelry especially does a wonderful job bringing the fragility of the original form along for the ride, but by turning it into a precious metal it transforms the intent of the object- and the function- and the meaning.
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On the topic of big robots and generative art…Federico Diaz: Geometric Death Frequency-141-spot is an amazing use of technology for the production of generative form. Read the FastCo article here.
Last week I took place in a Workshop called Interactive Parametrics. The premise was to look at strategies for parametric modeling using Processing, outputting MakerBot-ready models as STL files and printing them on site. The workshop was led by Marius Watz, StudioMode, and Bre Pettis of MakerBot. It was a great workshop and got me very excited about the potentials for outputting 3d-printable objects right from code, skipping the typical workflow of 3d modeling in rhino, maya, or 3dMax.
This is a great example of how a generative algorithm set designed for reaction+diffusion can be used in an interactive installation. There are some very interesting possibilities when these visuals could be mapped onto people+buildings+spaces with projection mapping.
Below is text from Brian Knep…
Six-channel interactive video installation;
computer, six video projectors, three video cameras, custom software, vinyl floor.
Healing Pool uses custom algorithms, cameras, and overlapping, high-definition projectors to create a seamless, glowing pool of organic patterns on the floor. The patterns are generated with a mathematical model first used by scientist to simulate firing patterns of brain neurons and later used to explore other visual and temporal forms found in nature.
Left alone, the patterns slowly pulsate and shift over the course of each day. When a person walks across the piece the patterns tear apart and rebuild themselves, but never exactly as before. The change is similar to a scar left behind when a wound heals. Thus the pool holds a history, or memory, of all the interactions that have occurred since the piece was first turned on.
Like the Lincoln Memorial Reflecting Pool, this project serves as a type of memorial, a constantly evolving record of change that honors the minuscule ways in which the slightest interactions—no matter how small or unintentional—have some impact. It is also an examination of how each person is, like the pool, a manifestation of everything that came before.
I liked this project, simply because it was a beautiful physical version of a generative piece of art. I think there is something in tangible forms that I respond to, over digital counterparts.
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silk is a generative artwork by Yuri Vishnevsky. The shape is rendered from a simple curve the user can draw on the screen. The direction of the wind can also be adjusted to create various shapes. There’s not much conceptual backing to it, but the final effect can be quite visually stunning
Iris Van Herpen
Iris Van Herpen in collaboration with architect Daniel Widrig create heartbreakingly intricate and fluid forms that are 3D printed to fit individual models that were shown at Paris fashion week. It must cost a small fortune and your first born child to manufacture, but totally worth it.
Continuum
Continuum, a project developed by Mary Huang, is actually an extremely slick application built in processing. With it, the user can trace primitive forms onto a mannequin that are transformed into a pattern for a dress. Exploring the concept of accessible couture, Continuum successfully lets users create their own dress while maintaining a distinctive and recognizable style that is the essence of what a cohesive fashion line is about. More info here
created by iterating a subdivision algorithm over and over again and then fabricating it out of cardboard. It looks like extremely thin layers are laser cut and stacked in order to create these ridiculously intricate columns.
Sandra Backlund Knitwear
okay so this isn’t exactly generative yet, but knitwear actually would be a great outlet for generative works. Since its simply a serious of a numbers and certain pattern instructions, (often sent to a machine), its a much better outlet for generating one seamless piece than creating patterns for fabric, that often are simply geometric. Sandra Backlund creates beautiful additive pieces, though is very closed mouth about her actual process
.MGX is a company which designs and fabricates various objects, fixtures, and furnishings using 3d printers. The objects are designed using genetic algorithms and the results are stunning. An important note is that materialise and .MGX have embraced the concept of mass customization and unique design. They were early adopters of this technology and idealogy and have amazing results.
Sabin+Jones Lab Studio is a group of designers and researchers at the University of Pennsylvania. Sabin is a designer and Jones a biologist. They support each others’ research with skills in complex 3d modeling and genetic algorithms.
Subblue is a site made by physicist Tom Beddard. Tom programs exceptional visually stimulating programs and includes source code on his site when possible.
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Seed Drawings are drawings created by mechanical turkers which simulate one which a program could simulate.
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Box Car 2D is a fun app which generates car using randomly chosen vectors (body) and circles (wheels) which are given random velocities. The program throws away cars that do poorly (do not finish the track or finish slowly) and throws out the data. Using that, eventually, the program creates increasingly better cars.
This is a fun app to watch for a few minutes due to the sheer ridiculousness of some of the cars. Sometimes, funny shaped cars work surprisingly well (didn’t catch a screenshot, but we saw one wheeler with a huge wheel carry its tiny body to the finish line). Some are more sensible, especially toward the end of each run (shaped like motorcycles).
The author also has some nice write-ups explaining the algorithm and best cars.
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This is a bit old, but was a project done by 2 friends for tigsource’s procedurally generated level contest. The simplicity and polish makes for a great game. The player does tricks on a sine wave which is randomly generated.
For my own project, I am also interested in creating a game of some sort.
Every game which was created for the mentioned contest is listed here.
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Another one I liked from this contest was Dyson. In that game, you plant seeds on planets and try to maintain dominance from actually somewhat intelligent NPCs.
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One more, Minus is less complex, but charming in its style and tranquility. As a bunny, you just keep jumping into the clouds (procedurally generated) and see how high you can get. It’s similar to iPhone game, Doodle Jump.
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I stumbled upon Robert Hodgin’s website, and then realised that he was the artist that Alex cited as one of her inspirations for her kinect project (and upon further reading found out that he was a founder of the Barbarian Group which in turn made Cinder, which I did not know). I was floored by his examples of flocking, behavioural movements, as well as the rest of this generative art. Looking at this piece, as well as other similar works brought home for me the point that I have no experience working with that, sort of, canon of generative art – partical systems, physics libraries, algorithms, etc, largely because I think they scare me. Spending some time going into these examples, and seeing what algorithms are at the core, I have begun to realize that I need to spend some time really working with them because they are so powerful and interesting
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In looking at projects, I’m surprised by my inability to find many wearable projects, especially given that knitting lends itself well to computation with stitches as pixels, working from top to bottom. The news knitter does use this property of knitting, taking a day’s worth of news, and generating a wearable snapshot of of that day. Conceptually I love it, making tangible the news, something that has very real implication on world, but has no physical form. As a finished object, I am not particularly fond of it — it is a very blocky, kind of ugly sweater. For this project the form is, appropriately, a vessel. I, personally, am more interested in the possibility of computation being used to create beautiful wearable forms, in which the physical form is the content.
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I am interested in various growth simulations forming into objects that we can use in our daily lives. Something similar to nervous attack but used in a way to aesthetically shape furniture.
In addition, while researching on fluid simulations, I came across this, http://memo.tv/ofxmsafluid marked here for reference just in case the fluid idea in my head connects
“mis.shap.en.ness are the latest experiments by Reza Ali who we have covered on CAN a number of times in the past. The images below were created with a processing utilizing springs and particles. The program allows you to enter a string, then that string’s type is traced out, rendering its outline. Using the outlines consisting of points allow these points to be transformed into particles, connected (via springs) to other particles in their proximity creating mesmerising effects of leaking geometry.”
This is a beautiful project that allow you to generate unexpected pattern from input characters.
“Created by David Dalmazzo, Dazzled Project is an attempt to compose a generative particle environment that could at the same time create structures and sounds. The application uses both MaxMSP and Cinder via OSC bridge allowing sounds generated from max be fed directly into Cinder app which generates the visuals.”
Video:
I like this generation project. Both of the visualization and the sound generation are terrific.
“Continuum is the latest project by Mary Huang, past student of Design | Media Arts at UCLA, and Interaction Design at CIID. The project is an attempt to blend rapid fabrication, interactive software, and the accessibility of the web, to let individuals participate directly in the design and production process.”
Video is here:
This is just awesome! I am not sure if we can categorize this as generation, but letting people design their own clothes in such a simple way is genius. All you need to do is circle around in the software, and polygons will generated automatically to cover the body, as clothes. You can also fabricate your design into real clothes. Fantastic!