Series of algorithmic paintings I made by partitioning images into equidistant cells. The algorithm is based on the Dirichlet tessellation.
Soon I am planning to print these images using lithography.
Here are some quick captures from a project on digital sculptures. This was an experiment at acquiring 3D point cloud data.
Built in OpenFrameworks and Processing.
For a description of the technique used: http://community.middlebury.edu/~schar/papers/structlight/
Some pics taken at the studio during the shooting for the special effects. Woa we have a 2L bottle of Chanel No 5… is it filled with real perfume or just piss?
Soon the slides and course notes on Generative methods for Architecture held at the AA - Architectural Association of London (w/ Simon Donger)
“Real-Time Rendering, Third Edition” (Tomas Akenine-Moller, Eric Haines, Naty Hoffman)
“Cities and Complexity: Understanding Cities with Cellular Automata, Agent-Based Models, and Fractals” (Michael Batty)
First day in Jena for the YHILAYY installation.
The installation mounts a 2.2×1.4 m touch panel and a 5×5 m spiral of (pseudo) particles.
Today it was the assemblage and the calibration of the panel.
The installation is opening on Friday May 15th with a performance by Ulrike Haage.
Ingredients: 640 LEDs, 6Kg Silicon, 4L Xylol, 3 spongy brushes, [...]
Study application for a dynamic and interactive wallpaper to be operated by three knobs (w/ Heather Lyons)
Test application based on QuartZ technology.
Currently it reads the news from BBC.co.uk
– For OSX only –
To install it, DOWNLOAD IT and save the file in the Library/Screen Savers folder inside your Home (ex. /Jakob/Library/Screen Savers).
One of the very first experiments as part of the on-going research on lighting installations for the Jena/Bauhaus festival and the theatre practice at the University of London.
The screen-shots depicted here are based on Hodging’s algorithm for physical simulation.
The language used is Java/processing with OpenGL customised function calls.
At the moment I’m evaluating a C++ / [...]