Tech Notes

Share

At a high level, I think of myself as a designer and a developer, frequently shifting between left and right brain modes of thought and practice – at one moment making intuitive aesthetic decisions, at another digging deep into the problem solving and detail required to be a great programmer. A lot of my artwork is about the process of creating mathematical and generative imagery, which is why I have dedicated a whole category to describing that aspect of the work.

Society of Stickpeople Tech Notes

Society of Stickpeople Tech Notes

The original OpenGL program was crafted to simulate a population controlled by finite state machines, using stickmen and stickwomen with simple animations to visually represent the unfolding dynamics of the population. Later, the program was changed to experiment with the idea of digital chronophotography, or a way to capture in one frame the essence of each particular simulated run.

Faces of Chaos Tech Notes

Faces of Chaos Tech Notes

Custom software was developed to calculate the Lyapunov exponent of a chaotic dynamical system over a range of its four parameters. The raw data from this 4-dimensional parameter space was fed to another program to generate thousands of individual images, where X and Y represent two of the four coefficients. Every single pixel in these images gets its value from the calculation of the Lyapunov exponent of the strange attractor generated by the four coefficients it represents.

Strange Attractors Tech Notes

Strange Attractors Tech Notes

I first generate my strange attractor artwork with a custom program written using C++, OpenGL, and GLUT. The basic algorithm I use for generating the attractors is set forth in Clifford Pickover’s Chaos in Wonderland; the equations I use are iterated functions that plot between a hundred thousand and a few billion pixels, depending on the final size of the artwork. I colorize the attractors by with gradient mapping in Photoshop (the initial renders are 16 bit grayscale images).