Category: particles

  • Clusters.Long.Exposure

    Clusters.Long.Exposure

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


  • BINARY.AGES

    BINARY.AGES

    A system of path tracing particles evolves continually from an initial creation event.  Ages of darkness play arbitrarily with ages of light.  This is an adaptation of Binary.Ring (2003). Programmed in Processing By Jared S Tarbell In Albuquerque, New Mexico, USA Around 9:16am August 3, 2015 Based on earlier work titled Binary.Ring (2003)


  • 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…


  • HAPPY.PLACE

    HAPPY.PLACE

    Happy Place renders the resulting configuration of a system of friendly nodes. They are connected at random with preferences to nodes closer. Connections between nodes are considered friendships. Nodes position themselves with only two goals in mind: A. Move close to friends but no closer than some minimum distance. B. Distance self from non-friends as…


  • BIT.10001

    BIT.10001

    Exposing the paths of particles as they accelerate around an infinite numerical attractor, we see a process of flow ranging from gentle to chaotic. It is an amazing thing to render 10,001 particles, in three dimensions, in real time. This system gives us the luxury of doing just that while simultaneously recording the results over…


  • 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