Function2Form is a work created for The Viewer, an online magazine focused on photography and video.
“Function2Form is a work on form and shape generation from the subdivision of space and image analysis. It has no rules other than the creation/deformation of limited space. It’s a study on photography. It’s a random case of geometry generation and a study of differences for different parameters and areas. Based on randomness i would say these are unique and lost generated pieces of a kind.“
Created with a custom framework for scene generation and 3dsmax for the rendering.
Note: For the complete series, check out The Viewer #5
This is the outside projection for Monologue Muet exhibition, a photography work by Sue Elie Andrade De.
Based on her video called The Rain, i have created the outside projection with response to physical properties, like doors and windows.
I have noticed that OpenCL4Java is already on version 1.4beta and that my examples were crashing when i ran them on a GPU device. Today i took part of my night to do something about it, so, i have downloaded the new version and after sometime i had updated the examples to 1.4beta. Also have fixed some minor problems, but that is all fixed now.
Sunflower was featured in the last edition of Smashing Magazine as part of the article “Beautiful Motion Graphics Created With Programming”. Sunflower is a world of light created as a runaway into the unreal. It a visualization of harmony found among two people that together, share and live no matter what the distance is between them. Happy valentine’s, Sunflower!
Since Star Wars(tm) (so i’ve read), texture-based techniques have been used to improve the detail on planar and easily curved surfaces. The one i’m talking about here is called Greebles. Apply an heightmap texture on a surface and on a per-pixel basis, geometry is generated acoording to the pixel’s intensity. By doing it you get more detailed surfaces without having to model every little part by yourself, making things more interesting, realistic and much more appealing.
To achieve this i’ve picked Vertex Texture Fetch. It allows you to access texture data on the vertex shader. Pass a texture to the vertex shader and offset the surface vertices by the pixel’s intensity. To improve the looks, bump-mapping with multiple lights have been used. Everything presented here is generated on the GPU, even the objects. Runs nicely on a Nvidia 8200M. Lots of space for improvement.