Final Project

[Project Name]

Description

[Project Description]

Methodology

[Methodology]

[Download Link (optional)]

Project 4: Systems Integration Art

Ghost of a Shell

Description

In this project, I undertook to write a renderman shader that would use Voronoi fractals and some chance elements to prodoce a object texture that would make it seem that the object was broken into pieces, yet still maintained its coherent form.

Methodology

I wrote the shader by breaking the space the shader was working on into a 1 by 1 grid. I used a jitter function to randomly place points in each box of the grid. After that I find the distances of each point to its closest and use that to create the basic forms. Afterwards, I used a random noise function to create fluctuations along the lines to give the edges a less rigid appearance. I had trouble importing it into slim (which was my original plan). I wrote a simple expression for the specular highlights and then tried the texture on a few objects.

more pics

Project 3: Complexity Related Systems Art

Fractastic

Description

For this project, I used Maya to generate particles and wrote expressions to control various particle attributes. The particles were rendered in 720i, and then composited in Adobe Premiere/After Effects. Music by vaifan90 @ newgrounds.com.

Methodology

The color of particles is based on their distance from the emitter. I used two different expressions for different parts of the final piece. Both expressions were based on the Julia set. Given the particles position, the expression returns an array index that is used to look up an initially assigned velocity/acceleration from a global array.

I had to look around awhile for music that I thought matched the visuals. I then clipped the scenes together with the music in Premiere and added some final effects in AE. I'm pleased with the overall result.

Watch Here

Project 2: Biologically Inspired System Based Art

fLake

Description

In this project, I used L-systems and chance operations to generate an unending flurry of unique snowflakes.

Methodology

I have a library of L-system rules that is coded in xml. This is read into flash and one rule set is picked randomly for each flake. A branching angle is randomly assigned, along with some other random variables such as scale and alpha.

Download Link

Project 1: Probability & Chance Based Art

[Daft Generator]

Description

Flash app that randomly picks selections from Daft Punk's "Harder, Better, Faster, Stronger" track. Has an option to set the tempo of the "song", also has a mode where the snippets play at a randomized tempo.

press ctrl to go into random mode.

tap space bar to set the beat.

Methodology

I chopped up sections of the song, and imported them into flash, made some animations for them and then wrote an algorithm based on the RNG in flash's math class. I changed the colors of the phrases so that the presentation might be more visually interesting. The song sounded very random picking from 1 of 16 choices each time, so I broke down the phrases into different verses and randomly selected parts of the verse in an order resembling that of the original song. I wanted to add some more randomness, so I implemented a different mode where the harmonic clips are played at a random tempo between 300 and 500 milliseconds.

Download Link