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	<title>V // Pixelnerve &#187; art</title>
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	<link>http://www.pixelnerve.com/v</link>
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		<title>hmm.</title>
		<link>http://www.pixelnerve.com/v/2009/03/21/hmm/</link>
		<comments>http://www.pixelnerve.com/v/2009/03/21/hmm/#comments</comments>
		<pubDate>Sat, 21 Mar 2009 01:02:07 +0000</pubDate>
		<dc:creator>victormartins</dc:creator>
				<category><![CDATA[Generative]]></category>
		<category><![CDATA[Graphics programming]]></category>
		<category><![CDATA[Java]]></category>
		<category><![CDATA[Processing]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[effect]]></category>
		<category><![CDATA[prototype]]></category>
		<category><![CDATA[voronoi]]></category>

		<guid isPermaLink="false">http://www.pixelnerve.com/v/?p=359</guid>
		<description><![CDATA[In the past few days i was playing with voronoi cells. in the meantime i had another idea i wanted to try: random recursive cell growth. So i started working on both pieces together and came up with what you&#8217;re about to see in the videos below. The scene is rendered using a per-pixel phong [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;">In the past few days i was playing with voronoi cells. in the meantime i had another idea i wanted to try: random recursive cell growth. So i started working on both pieces together and came up with what you&#8217;re about to see in the videos below.</p>
<p><object width="499" height="287" data="http://vimeo.com/moogaloop.swf?clip_id=3785040&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=ffffff&amp;fullscreen=1" type="application/x-shockwave-flash"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=3785040&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=ffffff&amp;fullscreen=1" /></object></p>
<p style="text-align: justify;">The scene is rendered using a per-pixel phong lighting model + wrap lighting, a fast trick to approximate subsurface scattering. More information available in  the <a href="http://http.developer.nvidia.com/GPUGems/gpugems_ch16.html" target="_blank">GPU Gems book</a>.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">I have used <a href="http://www.leebyron.com" target="_blank">lee byron</a>&#8216;s mesh library for the 2D voronoi mesh generation and loaded it up my framework to generate a 3D heightmap mesh.   I&#8217;ve reduced the effect to almost zero here, just because i think it looks much better flat in this particular scene.</p>
<p>Done using processing + java.</p>
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		<title>[We.are.in.Helsinki]</title>
		<link>http://www.pixelnerve.com/v/2008/10/20/weareinhelsinki/</link>
		<comments>http://www.pixelnerve.com/v/2008/10/20/weareinhelsinki/#comments</comments>
		<pubDate>Mon, 20 Oct 2008 14:52:49 +0000</pubDate>
		<dc:creator>victormartins</dc:creator>
				<category><![CDATA[Processing]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[Sound]]></category>

		<guid isPermaLink="false">http://www.pixelnerve.com/v/?p=36</guid>
		<description><![CDATA[Me and S* wanted to try something different to participate in a contest about sound generation, so this is what we came up with, [We.are.in.Helsinki]. The idea was to produce soundscapes &#38; ambiances using wave generators and sampled toy sounds. Its engine works by using magnectic fields, attraction &#38; repulsive force fields that we call [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: justify;"><a href="http://www.pixelnerve.com/v/wp-content/uploads/2008/11/waih_screenshot.jpg" rel="shadowbox[sbpost-36];player=img;"><img class="alignnone size-medium wp-image-130" title="waih_screenshot" src="http://www.pixelnerve.com/v/wp-content/uploads/2008/11/waih_screenshot-300x224.jpg" alt="" width="300" height="224" /></a></p>
<p style="text-align: justify;">Me and <a title="S*" href="http://www.pixelnerve.com/s" target="_blank">S*</a> wanted to try something different to participate in a contest about sound generation, so this is what we came up with, <strong>[We.are.in.Helsinki]</strong>.</p>
<p style="text-align: justify;">The idea was to produce soundscapes &amp; ambiances using wave generators and sampled toy sounds. Its engine works by using magnectic fields, attraction &amp; repulsive force fields that we call &#8220;activator&#8221; &amp; &#8220;holders&#8221;, it creates sounds when this two forces react to eachother. Activator as the names says activates the sound of each of the &#8220;holders&#8221;. Its a pretty simple idea but works pretty well in our opinion.</p>
<p style="text-align: justify;"><strong>[We.are.in.Helsinki]</strong> was created for <a title="phonurgia" href="http://www.phonurgia.org/" target="_blank">Phonurgia</a> 2008. Its a sound creation contest from France. Be sure to check it out.</p>
<p style="text-align: justify;">Download:<br />
<a title="[We.are.in.Helsinki]" href="http://www.pixelnerve.com/downloads/processing/vs_weareinhelsinki_win32.zip" target="_blank">Windows version</a>.<br />
<a title="[We.are.in.Helsinki]" href="http://www.pixelnerve.com/downloads/processing/vs_weareinhelsinki_macosx.zip" target="_blank">Macintosh version</a>.<a title="[We.are.in.Helsinki]" href="http://www.pixelnerve.com/downloads/processing/weareinhelsinki_win32.zip" target="_blank"><br />
</a></p>
<p style="text-align: justify;">Keys:</p>
<p style="text-align: justify;">A/Q &#8211; Add/Remove attraction sound fields<br />
R &#8211; Resets the system<br />
ESC &#8211; Quit application<br />
Click and hold left mouse button on the &#8220;activator&#8221; to move. Interact as you like and create your own &#8220;attractiv&#8221; ambiances.</p>
<p style="text-align: justify;">
<p style="text-align: justify;">EDIT:</p>
<p style="text-align: justify;">There is a new version that allows you to move everything on the screen, generators, samplers &amp; activator. you can change frequencies for each generator aswell and also the range of activation. It will be presented this december.</p>
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