Algorithms
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LIMB.STROKE.VARIATION.D
Variation D explores momentary exposures and a more detailed stroke across each limb. 0000 Short exposure, reduced 50% and cropped 0001 Shorter exposure, reduced 50% and cropped
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LIMB.STROKE.VARIATION.C
Further refinement 0005 0002
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LIMB.STROKE.VARIATION.B
A nice set of value ranges was discovered in variation A and examined in more detail here. Instead of rendering an entire field of limb structures, we render only one.
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LIMB.STROKE.VARIATION.A
The Limb Stroke is an interesting generative painting system based on the radial motions of recursive limb structures. 1001 1000
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LIMB.STRAT
The limb structure calls itself to render. Strokes are taken perpendicular to the limb's direction of growth.
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BOX.FITTING
A region of space is filled through exhaustive placement of slowly expanding boxes. Each box begins very small (2 x 2 pixels) and increases in size until an obstacle (surface border or other box) is encountered.
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LIMB.SAND.STROKE.VARIATION.C
Further refinement. 0000 0001
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LIMB.SAND.STROKE.VARIATION B
Further refinement. 0007 0001
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LIMB.SAND.STROKE.VARIATION A
Further refinement 0002 0003
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SAND.STROKE
The Sand Stroke is applied here in it's most basic form. Each image is composed of approximately 42 sand strokes.
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CITY.TRAVELER.VARIATION.E
Once more, as in Variation B, Initial conditions and rules of attraction have been modified to encourage stable orbits 0000 0001