(via https://www.youtube.com/watch?v=s9f3C_HZM40)
No title available

ellievsbear
Acquired Stardust

JBB: An Artblog!

Origami Around

blake kathryn
Misplaced Lens Cap

pixel skylines
styofa doing anything

Kiana Khansmith
RMH

No title available
Aqua Utopia|海の底で記憶を紡ぐ
almost home

oozey mess
🪼
One Nice Bug Per Day

#extradirty
wallacepolsom
Xuebing Du

seen from Canada
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seen from Malaysia
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seen from Finland

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@aa-nplus1
(via https://www.youtube.com/watch?v=s9f3C_HZM40)
Here’s a prototype of the Holiduino, a snowflake shaped gadget that you can program to light up and make sounds. Is this the most interactive ornament ever? Also, it’s really fun to say “Holiduino.”
Merry Christmas !
Iris Van Herpen’s vacuum-sealed AW/14 collection
Luminaria by Architects of Air
Only four colours of plastic are used, transmitting daylight through its surface to create a vibrantly luminous space.
Tanya Dziahileva at Iris Van Herpen Haute Couture
And even more likely to vote for you with a closer look ! Good job girls ! #ACADIA2014 #viscoplasty #strawK automated #design #white &#blue melted/molded #architecture @agathe_lehcmi and @alexandrasb + @sofiaben5. Special thanks to @Alban #compmonks #ABB and @davidtajchman (at USC School of Architecture)
#prototype of the #durotaxis #chair by @synthesisdna #3dprint by @stratasys featured in #ACADIA2014 #computer-aided #design in #architecture annual conference (at USC School of Architecture)
Mandelbrot.
Fractals
(Sou Fujimoto Launches New French Follies)
Attempt 1
Metaglitch's Call for Processing Collab Submissions
/*************** 2014 October Metaglitch Collaboration Zoombeani Rev 21-Oct-2014 Org 20-Oct-2014 ***************/ // Code by @MetaGlitch float t; float[][] result; void setup() { setup_(); result = new float[width*height][3]; } void draw() { if (!recording) { if (mousePressed) { frameRate(60); t = mouseX*1.0/width; if (mouseButton == LEFT) t = constrain(t, 0, 1); while(t<0) t+=1.0; while(t>1) t-=1.0; } else { frameRate(fps); t = float((frameCount-1)%numFrames) / numFrames; } draw_(); } else { // sub frame rendering inspired by @beesandbombs for (int i=0; i<width*height; i++) for (int a=0; a<3; a++) result[i][a] = 0; float divider = 0; for (int sa=0; sa<samplesPerFrame; sa++) { noLights(); // reset lights t = map(frameCount-1 + exposure*sa/samplesPerFrame, 0, numFrames - (looping?0:1) , 0, 1) % 1; pushMatrix(); draw_(); popMatrix(); loadPixels(); float weight = pow(subFrameAttenuation, samplesPerFrame-sa-1); divider += weight; for (int i=0; i<pixels.length; i++) { result[i][0] += weight * (pixels[i] >> 16 & 0xff); result[i][1] += weight * (pixels[i] >> 8 & 0xff); result[i][2] += weight * (pixels[i] & 0xff); } } loadPixels(); for (int i=0; i<pixels.length; i++) pixels[i] = 0xff << 24 | int(result[i][0]*1.0/divider) << 16 | int(result[i][1]*1.0/divider) << 8 | int(result[i][2]*1.0/divider); updatePixels(); saveFrame("frames/f###.gif"); if (frameCount==numFrames) exit(); } } // Code by @MetaGlitch float fps = 16.666; int inFrames = 15; int outFrames = 15; int otherFrames = 90; int numFrames = inFrames + otherFrames + outFrames; float t1 = inFrames * 1.0/numFrames; float t2 = (inFrames+otherFrames) * 1.0/numFrames; float p1=2.*t1, p2=.25*(t2-3.*t1)+p1, p3=.50*(t2-3.*t1)+p1, p4=.65*(t2-3.*t1)+p1, p5=t2-t1; int samplesPerFrame = 8; float exposure = 0.75; // exposure time in frames. >1 allowed for blending multiple frames float subFrameAttenuation = 1; // 1 for weighting every subframe the same. =t1 && t<=t2) { if(t<p1){ float size=map(cos(map(t,t1,p1,0,PI/2.)),1,0,100,1); y=map(sin(map(t,t1,p1,0,PI/2.)),0,1,50,125); ellipse(250,y,size,size); } else if(t<p2){ int n=3; for(float i=-n;i<=n;i++){ for(float j=-n;j<=n;j++){ for(float k=-n;k<=n;k++){ float bul=map(sin(map(t,p1,p2,0,PI/2.)),0,1,0,1); float mul=.4; strokeWeight(map(cos(map(t,p1,p2,0,PI/2.)),1,0,1,4)); stroke(0); pushMatrix(); translate(width/2.,map(sin(map(t,p1,p2,0,PI/2.)),0,1,125,height/2.)); point(map(i,-n,n,-bul*mul*width/2.,bul*mul*width/2.),map(j,-n,n,-bul*mul*height/2.,bul*mul*height/2.),map(k,-n,n,-bul*mul*height/2.,bul*mul*height/2.)); popMatrix(); } } } } else if(t<p3){ int n=3; for(float i=-n;i<=n;i++){ for(float j=-n;j<=n;j++){ for(float k=-n;k<=n;k++){ float bul=1.; float mul=.4; strokeWeight(4); stroke(0); pushMatrix(); translate(width/2.,height/2.); rotate(map(cos(map(t,p2,p3,0,PI)),1,-1,0,-PI/6.)); rotateY(atan(sin(map(cos(map(t,p2,p3,0,PI)),1,-1,0,PI/4.)))); rotateX(map(cos(map(t,p2,p3,0,PI)),1,-1,0,PI/4.)); point(map(i,-n,n,-bul*mul*width/2.,bul*mul*width/2.),map(j,-n,n,-bul*mul*height/2.,bul*mul*height/2.),map(k,-n,n,-bul*mul*height/2.,bul*mul*height/2.)); popMatrix(); } } } } else if(t<p4){ int n=3; for(float i=-n;i<=n;i++){ for(float j=-n;j<=n;j++){ for(float k=-n;k<=n;k++){ float bul=1.; float mul=.4; strokeWeight(4); stroke(0); pushMatrix(); translate(width/2.,height/2.); rotate(-PI/6.); rotateY(atan(sin(PI/4.))); rotateX(PI/4.); //rotate(map(pow(t,3),p3,p5,0,6.*PI)); point(map(i,-n,n,-bul*mul*width/2.,bul*mul*width/2.),map(j,-n,n,-bul*mul*height/2.,bul*mul*height/2.),map(k,-n,n,-bul*mul*height/2.,bul*mul*height/2.)); popMatrix(); } } } } else if(t<p5){ int n=3; for(float i=-n;i<=n;i++){ for(float j=-n;j<=n;j++){ for(float k=-n;k<=n;k++){ float bul=map(cos(map(t,p4,p5,0,PI/2.)),1,0,1,0); float mul=.4; strokeWeight(map(sin(map(t,p4,p5,0,PI/2.)),0,1,4,1)); stroke(0); pushMatrix(); translate(width/2.,map(cos(map(t,p4,p5,0,PI)),1,-1,height/2.,375)); rotate(-PI/6.); rotateY(atan(sin(PI/4.))); rotateX(PI/4.); rotate(map(pow(map(t,p4,p5,0,1),3),0,1,0,6.*PI)); point(map(i,-n,n,-bul*mul*width/2.,bul*mul*width/2.),map(j,-n,n,-bul*mul*height/2.,bul*mul*height/2.),map(k,-n,n,-bul*mul*height/2.,bul*mul*height/2.)); popMatrix(); } } } } else{ float size=map(sin(map(t,p5,t2,0,PI/2.)),0,1,1,100); y=map(cos(map(t,p5,t2,0,PI/2.)),1,0,375,450); ellipse(250,y,size,size); } } else if (t>t2){ y = map(t, t2,1, 450,550); // exit ellipse(x,y,100,100); } } ////////////////// float pingpong(float t) { // / => /\ return 1-2*abs(t-0.5); } float ease(float t, float e) { return t < 0.5 ? 0.5 * pow(2*t, e) : 1 - 0.5 * pow(2*(1 - t), e); } float ease(float t, float in, float out) { return (1-t)*ease(t, in) + t*ease(t, out); }
Getting ready for #acadia2014 presenting #neurodesign and #cubesdapres ! Stay tuned ! (at Los Angeles C.A)
Espen Kluge
Norwegian new media artist employs 3D rendering and minimalism in his works. I’d personally would like to see physical versions of them (especially the main image above).
More Here
qluge also has a Tumblr blog here
Window, Breuer
By Mario Sorrenti for Vogue Paris October 2007
Cloudscapes at MOT by Tetsuo Kondo Architects
The temperature and humidity inside the container are controlled to keep the clouds at their designed height.
Still on show @aan1lab #parisinspire #groupshow #paris #marquet #transeuropa #malka #neossmann (at AA[n+1]Lab)