Generative art : a practical guide using processing / Matt Pearson [ ; foreword by Marius Watz].
Describes the principles of algorithmic art along with examples of generative art and tutorials using the processing programming language to create the images found in the book.
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Format: | Book |
Language: | English |
Published: |
Shelter Island, NY :
Manning,
[2011]
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Series: | Digital design/programming.
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Table of Contents:
- Introduction: The organic vs. the mechanical. Generative art is easy ; Order and chaos ; Programming as poetry ; The chaos artist
- Part 1. Creative coding. 1. Generative art : in theory and practice. Not your father's art form ; The history of a new idea ; The digital toolset ; Perpetual impermanence ; The latest in primitive technology ; Summary 2. Processing : a programming language for artists. What is processing? ; Bold strides and baby steps ; Hello world ; Programmatic drawing ; Functions, parameters, and color values ; Strokes, styles and co-ordinates ; Variables ; Fills, alpha values, and drawing order ; Structure, logic, and animation ; The frame loop ; Writing your own functions ; Operators ; Conditionals ; Looping ; While loops ; Leaving traces ; For loops ; Saving, publishing, and distributing your work ; Version control ; Creating stills ; Using a still as an alt image ; Creating video ; Frame rates and screen sizes ; Mobile devices, iPhone/iPad, and Android ; Summary
- Part 2. Randomness and noise. 3. The wrong way to draw a line. Randomness and not-so-randomness ; Iterative variance ; Naturalistic variance ; Perlin noise in processing ; Creating your own noise ; A custom random function ; 4. The wrong way to draw a circle. Rotational drawing ; Drawing your first circle ; Turning a circle into a spiral ; Noisy spirals ; Creating your own noise, revisited ; Case study: Wave clock ; 5. Adding dimensions. Two-dimensional noise ; Creating a noise grid ; Noise visualizations ; Noisy animation ; The third dimension ; Drawing in 3D space ; Three-dimensional noise ; The wrong way to draw a sphere ; Summary
- Part 3. Complexity. 6. Emergence. Emergence defined ; Ant colonies and flocking algorithms ; Think locally, act locally ; Object-oriented programming ; Classes and instances ; Local knowledge (collision detection) ; Interaction patterns ; Summary
- 7. Autonomy. Cellular automata ; Setting up the framework ; The game of life ; Vichniac vote ; Brian's brain ; Waves (averaging) ; Simulation and visualization ; Software agents ; Human agents ; Summary ; 8. Fractals. Infinite recursion ; Coding self-similarity ; Trunks and branches ; Animating your tree ; Exponential growth ; Case study: Sutcliffe pentagons : Construction ; Exploration ; Summary.