非常感谢艺术家Giuseppe Randazzo将项目介绍和项目图片授权gooood发行。更多请至:Giuseppe Randazzo on gooood
Appreciation towards Giuseppe Randazzo for providing the following description:
艺术家Giuseppe Randazzo利用算法生成演变型三维对象,而后再对其进行渲染。上次他和我们分享了他的作品Stone Fields:一系列静谧的石材景观。这次他带来的新作品为Meanders,曲折的路径。
把路径的起点定义在一个边界中(通常是圆形),给予矢量的速度定值或者让速度随机,接着路径开始生成,在边界内的空间中蜿蜒的行进,如果路径将自己绕入死胡同状态,那么这个路径便理应结束。艺术家设置了另外一个程序来阻止路径的结束,让他们逃离出自己形成的死胡同。
数字化的代码在虚拟的世界中以不可预测的方式生成运动轨迹,造就这些十分有趣的图像。
Meanders is a generative system driven by the interaction of growing agents. The agents are defined by their initial position, a velocity vector (ordered or random), and a constraint boundary (usually a circle), moreover they are able to avoid proximity events with other agents (and their own body too) by means of their bow sensor. However while the bodies fill the available space, an agent may experiencing a kind of ‘blind alley’ condition, that would mean the dead of that agent. But in that case an unexpected (emergent?) feature of the software creates a sort of extra propulsion, that allows the agent to quick escape from that deadly situation, crossing the surrounding walls of bodies. The software is a Processing applet with an OBJ exporter I am working on, that can archive each mesh separately with material, normals, uv texture info and mtllib support.
MORE: Giuseppe Randazzo,更多请至:Giuseppe Randazzo on gooood



















我不知道有没有借鉴约翰·康威的生命游戏系统,相对于生命游戏,作者讨论的艺术略显狭隘了。
对于给定的几个简单条件,演变成为复杂的系统,这是对于制约宇宙定律的思考。
这是processing吧?什么玩意儿真是
求算法介绍···电池图还是神马的