Tag: art

A New Piece in my Algorithmic Art Collection

A New Piece in my Algorithmic Art Collection

Those who have been following me for some time now will know that I am a big fan of generative art: art created through computers, mathematics, and algorithms.

Several years back, my now wife bought me my first piece for my promotion, by Marcus Volz.

And several years after that, I made my own attempt at a second generative art piece, again inspired by the work of Marcus on what he dubbed Metropolis.

Now, our living room got a third addition in terms of the generative art, this time by Nicholas Rougeux.

Nicholas I bumped into on twitter, triggered by his collection of “Lunar Landscapes” (my own interpretation).

Nicholas was hesistant to sell me a piece and insisted that this series was not finished yet.

Yet, I already found it wonderful and lovely to look at and after begging Nicholas to sell us one of his early pieces, I sent it over to ixxi to have it printed and hanged it on our wall above our dinner table.

If you’re interested in Nicholas’ work, have a look at c82.net

A tiny guide to Variable Fonts & Color Fonts

A tiny guide to Variable Fonts & Color Fonts

So, you’ve probably never heard of variable fonts.

Well, I sure had not when I first came across the concept a week or so ago. And I was shocked. This looked so cool. As I adjusted the size of my browser, the text and images adjusted itself along. As I made my Chrome window bigger, the text enlarged to keep filling the space it was allowed. Insane!

Here’s a little write-up on variable fonts called A tiny guide to Variable Color Fonts by Typearture.com.

Variable color fonts: How do they work?

The variability works for letters, but also illustrations. And any part can be colored and sized as pleased:

Variable fonts and illustrations

I find the visual art particularly stunning, which you can find via this link:

Here’s the explanation for the GIF in the header:

Combining variable and color fonts

The original article (which I highly recommend you read) links to many useful links:

Typearture is Arthur Reinders Folmer’s adventure in type, creating type designs with a focus on conceptual, illustrative and ornamental typefaces.

The typefaces in the Typearture library are not just collections of glyphs, but typefaces that use the conventions of type design and written language to tell their stories. These stories are woven throughout the typefaces, connecting A to Z and the Lemniscate to Question mark. Each character has it’s place and meaning, making each keystroke a small tale in itself.

typearture.com
Making GIFs with Processing

Making GIFs with Processing

Processing is a flexible software sketchbook and a language for learning how to code within the context of the visual arts. It’s open-source, there are many online materials, and the language itself is very accessible.

I recently stumbled upon 17-year-old Joseff Nic from Cardiff who has been making GIFs in Processing only since 2018, but which are turning out fantastic already. You can hire him here, and have a look at his Twitter, Tumbler or Drimble channels for the originals:

Here are some more of Joseff’s creations:

Wave Swirl loop design processing gif animation

Some of Joseff’s work seems inspired by David Whyte, a graphic designer from Ireland. His portfolio is quite impressive as well, very visually pleasing, and you can hire him here.

Bees & Bombs Roulette gif processing web web design
StudioPhi spiral gif processing geometry motion
Knot geometry motion design processing gif

If you’re interesting in learning Processing, Daniel Shiffman demonstrates how to create the most amazing things in Processing via his Youtube channel the Coding Train, which I’ve covered before.

17 Principles of (Unix) Software Design

17 Principles of (Unix) Software Design

I came across this 1999-2003 e-book by Eric Raymond, on the Art of Unix Programming. It contains several relevant overviews of the basic principles behind the Unix philosophy, which are probably useful for anybody working in hardware, software, or other algoritmic design.

First up, is a great list of 17 design rules, explained in more detail in the original article:

  1. Rule of Modularity: Write simple parts connected by clean interfaces.
  2. Rule of Clarity: Clarity is better than cleverness.
  3. Rule of Composition: Design programs to be connected to other programs.
  4. Rule of Separation: Separate policy from mechanism; separate interfaces from engines.
  5. Rule of Simplicity: Design for simplicity; add complexity only where you must.
  6. Rule of Parsimony: Write a big program only when it is clear by demonstration that nothing else will do.
  7. Rule of Transparency: Design for visibility to make inspection and debugging easier.
  8. Rule of Robustness: Robustness is the child of transparency and simplicity.
  9. Rule of Representation: Fold knowledge into data so program logic can be stupid and robust.
  10. Rule of Least Surprise: In interface design, always do the least surprising thing.
  11. Rule of Silence: When a program has nothing surprising to say, it should say nothing.
  12. Rule of Repair: When you must fail, fail noisily and as soon as possible.
  13. Rule of Economy: Programmer time is expensive; conserve it in preference to machine time.
  14. Rule of Generation: Avoid hand-hacking; write programs to write programs when you can.
  15. Rule of Optimization: Prototype before polishing. Get it working before you optimize it.
  16. Rule of Diversity: Distrust all claims for “one true way”.
  17. Rule of Extensibility: Design for the future, because it will be here sooner than you think.

Moreover, the book contains a shortlist of some of the philosophical principles behind Unix (and software design in general): 

  • Everything that can be a source- and destination-independent filter should be one.
  • Data streams should if at all possible be textual (so they can be viewed and filtered with standard tools).
  • Database layouts and application protocols should if at all possible be textual (human-readable and human-editable).
  • Complex front ends (user interfaces) should be cleanly separated from complex back ends.
  • Whenever possible, prototype in an interpreted language before coding C.
  • Mixing languages is better than writing everything in one, if and only if using only that one is likely to overcomplicate the program.
  • Be generous in what you accept, rigorous in what you emit.
  • When filtering, never throw away information you don’t need to.
  • Small is beautiful. Write programs that do as little as is consistent with getting the job done.

If you want to read the real book, or if you just want to support the original author, you can buy the book here:

Let me know which of these and other rules and principles you apply in your daily programming/design job.

Daily Art by Saskia Freeke

Daily Art by Saskia Freeke

Saskia Freeke (twitter) is a Dutch artist, creative coder, interaction designer, visual designer, and educator working from Amsterdam. She has been creating an awesome digital art piece for every day since January 1st 2015. Her ever-growing collection includes some animated, visual masterpieces.

My personal favorites are Saskia’s moving works, her GIFs:

Saskia uses Processing to create her art. Processing is a Java-based language, also used often by Daniel Shiffmann whom we know from the Coding Train.

Mathematical aRt

Marcus Volz is a research fellow at the University of Melbourne, studying geometric networks, optimisation and computational geometry. He’s interested in visualisation, and always looking for opportunities to represent complex information in novel ways to accelerate learning and uncover the unexpected.

One of Marcus’ hobbies is the visualization of mathematical patterns and statistical algorithms via R. He has a whole portfolio full of them, including a Github page with all the associated R code. For my recent promotion, my girlfriend asked Marcus to generate a K-nearest neighbors visual and she had it printed on a large canvas.

20181109_143559.jpg

The picture contains about 10.000 points, randomly uniformly distributed across x and y, connected by lines with their closest other points. Marcus shared the code to generate such k-nearest neighbor algorithm plots here on Github. So if you know your way around R, you could make your own version:

#' k-nearest neighbour graph
#'
#' Computes a k-nearest neighbour graph for a given set of points. Refer to the \href{https://en.wikipedia.org/wiki/Nearest_neighbor_graph}{Wikipedia article} for details.
#' @param points A data frame with x, y coordinates for the points
#' @param k Number of neighbours
#' @keywords nearest neightbour graph
#' @export
#' @examples
#' k_nearest_neighbour_graph()

k_nearest_neighbour_graph <- function(points, k=8) {
  get_k_nearest <- function(points, ptnum, k) {
    xi <- points$x[ptnum]
    yi <- points$y[ptnum]     points %>%
      dplyr::mutate(dist = sqrt((x - xi)^2 + (y - yi)^2)) %>%
      dplyr::arrange(dist) %>%
      dplyr::filter(row_number() %in% seq(2, k+1)) %>%
      dplyr::mutate(xend = xi, yend = yi)
  }
  
  1:nrow(points) %>%
    purrr::map_df(~get_k_nearest(points, ., k))
}

Those less versed in R can use Marcus package mathart. With this package, Marcus shares many more visual depictions of cool algorithms! You can install the package and several dependencies with the following lines of code:

install.packages(c("devtools", "mapproj", "tidyverse", "ggforce", "Rcpp"))
devtools::install_github("marcusvolz/mathart")
devtools::install_github("marcusvolz/ggart")

Subsequently, you can visualize all kinds of cool stuff, like for instance rapidly exploring random trees (see this Wikipedia article for details):

# Generate rrt edges
set.seed(1)
df <- rapidly_exploring_random_tree() %>% mutate(id = 1:nrow(.))

# Create plot
ggplot() +
  geom_segment(aes(x, y, xend = xend, yend = yend, size = -id, alpha = -id), df, lineend = "round") +
  coord_equal() +
  scale_size_continuous(range = c(0.1, 0.75)) +
  scale_alpha_continuous(range = c(0.1, 1)) +
  theme_blankcanvas(margin_cm = 0)
rrt
Via https://github.com/marcusvolz/mathart

This k-d tree (see this Wikipedia article for details) is also amazing:

result <- kdtree(mathart::points)

ggplot() +
  geom_segment(aes(x, y, xend = xend, yend = yend), result) +
  coord_equal() +
  xlim(0, 10000) + ylim(0, 10000) +
  theme_blankcanvas(margin_cm = 0)
kdtree
Via https://github.com/marcusvolz/mathart

This page of Marcus’ mathart Github repository contains the code exact code for these and many other visualizations of algorithms and statistical phenomena. Do check it out if you’re interested!

 

Also, check out the “Fun” section of my R tips and tricks list for more cool visuals you can generate in R!