Category: exposure

  • Clusters.Long.Exposure

    Clusters.Long.Exposure

    Long exposure renders of the Clusters algorithm, originally proposed by Jeffrey Ventrella


  • ORBITALS.VARIATION B

    ORBITALS.VARIATION B

    The Orbitals is a collection of particles operating on one simple rule: choose another particle in the system and orbit it with a fixed radius at a constant velocity. This is variation B (see Orbitals Variation A). In this variation, a single root particle is instantiated in the center of the stage. All other particles…


  • ORBITALS.VARIATION A

    ORBITALS.VARIATION A

    The Orbitals is a collection of particles operating on one simple rule: choose another particle in the system and orbit it with a fixed radius at a constant velocity. This is variation A (see Orbitals Variation B). To set the rendering stage, particles are randomly introduced into the system. Particles have a 90% chance of…


  • BUDDHA.BROT

    BUDDHA.BROT

    The Buddhabrot Set is a re-visualization of the familiar Mandelbrot Set using a technique invented by Melinda Green. Instead of selecting points on the real-complex plane, initial points are selected at random from the image region. The point is iterated through the function, z = zˆ2 + c, where z has components in both the…


  • LIMB.STROKE.VARIATION.D

    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 1000 Field of generated limb structures, brief exposure, reduced 50% 1001 Field of generated limb structures, long exposure, reduced 50% Quick exposures produce images that appear to be…


  • LIMB.STROKE.VARIATION.C

    LIMB.STROKE.VARIATION.C

    Further refinement 0005 0002 0004 0003 0000 0001 1000 1000d 1001generated output, reduced 50% and cropped 1001ddetail Shadow and highlight pixel values are assigned to areas of extreme pixel exposure.


  • LIMB.STROKE.VARIATION.B

    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. 0000 0001 0002 0003 0004 0005 0006 0007 0008 0009 0010 0011 Limb structures are assigned palettes composed of colors with slight variations in hue…


  • LIMB.STROKE.VARIATION.A

    LIMB.STROKE.VARIATION.A

    The Limb Stroke is an interesting generative painting system based on the radial motions of recursive limb structures. 1001 1000 Each limb system has a number of random values assigned to it from predefined ranges. To expose the rendering behavior of these value ranges, common multiples of the limb structure are instantiated in a grid…


  • LIMB.STRAT

    LIMB.STRAT

    The limb structure calls itself to render. Strokes are taken perpendicular to the limb’s direction of growth. Continual expansion of the limbs pushes the entire structure out of frame. 0013 0012 0011 0010 0009 0008 0007 0006 0005 0004 0002 0001


  • CITY.TRAVELER.VARIATION.A

    CITY.TRAVELER.VARIATION.A

    The basic idea of the City Traveler is to create cities and allow travelers to move between them. Each traveler that makes the journey leaves behind exactly one pixel. The images below are composed of 144 cities with 5000 travelers making a total of 2,500,000 million journeys. 0000 0003 0002 0001 What is unusual about…