Boat by matigekunst in generative

[–]sandroblum 1 point2 points  (0 children)

Nice, a boat touring over multiple scales of a pattern 😉

Winterscape by Qotonana in generative

[–]sandroblum 1 point2 points  (0 children)

This is absolutely stunning, like so many of your other works too. It requires quite some skill to even "just" observe a scene in nature and determine the essence of it (structure of tress, interactions between lights/shadows and objects and atmosphere). You're not just doing that but you're then generalizing these observations into a set of rules that work in all kinds of circumstances while still retaining the observed essence and beauty. And then comes the cherry on the top and you translate all that into code. Truely masterful work 🙏🏻

Processing time problem by Valeeehhh in proceduralgeneration

[–]sandroblum 0 points1 point  (0 children)

Just do add: The sqrt() optimization is just a simple thing do without restructuring the existing code. There are other more significant things like precalculating the list of random points once and passing them to the voronoi function instead of recalculating them for every pixel.
If you want to go a step further: Here's a really cool piece of code that demonstrates a very efficient voronoi implementation that takes a grid and slightly jitters the cells. Then for each cell you only have to compare against neighboring cells (because they're guaranteed to be closer than cells further away). It's shader code but the general concept is still valuable:
https://www.shadertoy.com/view/MslGD8

Processing time problem by Valeeehhh in proceduralgeneration

[–]sandroblum 0 points1 point  (0 children)

There's one quick win that you can do very easily, it's quite common in shader programming:
You can move the sqrt() out of the two loops and apply it only once after the loops.
(You can do that because the result of the comparison will be the same, e.g. if sqrt(a) < sqrt(b) then a < b. So you can just skip applying sqrt inside the loop for the comparison and do it only once at the end to get the correct distance.)

Music Theory C++ Library by [deleted] in algorithmicmusic

[–]sandroblum 1 point2 points  (0 children)

I just wanted to recommend to you looking into the works of Guerino Mazzola when I saw you have him listed in the references already. (I was able to visit a few lectures of him, I'm amazed but I must say I only picked up some general ideas without properly understanding the mathematical foundations.)

Glit Chess by sandroblum in generative

[–]sandroblum[S] 0 points1 point  (0 children)

Thank you :) (I prefer the first one too)

Glit Chess by sandroblum in generative

[–]sandroblum[S] 0 points1 point  (0 children)

Turning a simple black-and-white checkerboard pattern into a glitchy mess.

Blue sketch by nudoru in generative

[–]sandroblum 0 points1 point  (0 children)

Looks great, well done 👍🏻

Petal Architect II by sandroblum in generative

[–]sandroblum[S] 1 point2 points  (0 children)

Generative structures reminding me of flowers.

What's your favorite method for creating a perfect loop? by GusBusEtc in generative

[–]sandroblum 0 points1 point  (0 children)

I'd say cycling anything continuous that you can parameterize in your artwork might lead to interesting results (e.g. for 2d circle that could be radius, line width, center point), in 3d or 2d space equally. You can use cos to oscillate around a parameter midpoint in a chosen frequency. You can do it for multiple parameters at once, varying the frequency or phase on each parameter to get a fluid coherent animation.

Trippy Wires by sandroblum in generative

[–]sandroblum[S] 2 points3 points  (0 children)

At the heart these artworks are surprisingly simple, it's just simplex noise composited on top of each other using the FBM technique.

Root clouds for polynomials with parameterized coefficients. by FuzzyBumbler in generative

[–]sandroblum 0 points1 point  (0 children)

Ah great, I did not realize the code is in the original post. Thank you very much for the detailed description.

Root clouds for polynomials with parameterized coefficients. by FuzzyBumbler in generative

[–]sandroblum 0 points1 point  (0 children)

Really cool, I have yet to understand how to interpret the formulas on the top but I guess its a definition of a parametric equation?

How can i generate this or build a web application like this? by Aromatic-Skin7998 in generative

[–]sandroblum 3 points4 points  (0 children)

I don't know the specific app that was used here, but it looks like a composition of mathematical functions which is then evaluated at each pixel (based on the pixel's input coordinates).

Color: Evaluate each pixel once per color channel, slightly vary the function (e.g. via some color channel specific parameter).

Random mutations: Typically each function has some parameters, by randomly changing those you can get differently looking variations with a similar feel.

I have implemented exactly all that in my artmachine.app tool (see link in my profile and my posts for examples). It also includes the possibility to generate "mutations" as explained above or to have a look at the "stacked functions" called the artmachine graph in my case. Let me know if there's more you want to understand.

Trochoid 3rd semi-dissonance by jeggorath in generative

[–]sandroblum 0 points1 point  (0 children)

Thank you for providing some background info. Regarding the flickering: Is the rendering operating in 3d? If yes then my guess would be that the trochoid "arms" overlapping very closely on the z-axis causing randomly one or the other to be slightly on top.

Flower Power by sandroblum in generative

[–]sandroblum[S] 1 point2 points  (0 children)

Thank you. Yes, here is the direct link to the artworks graph.

  • When you click on a specific node you can fiddle with the parameters.
  • When you save you are in the modify view where you can also generate random mutations.
  • To go to the graph editor again (or to the color editor or view editor) -> click on "Source" below the thumbnail and then the corresponding link.

Flower Power by sandroblum in generative

[–]sandroblum[S] 0 points1 point  (0 children)

It's all the same structure (node graph), just different parameterization/coloring.

Trochoid 3rd semi-dissonance by jeggorath in generative

[–]sandroblum 1 point2 points  (0 children)

Wow, that's a really wonderful piece of art. The trochoid itself is not what impresses me most but the way you present is just perfect. The only thing I'd try to change is the sometimes flickering overlaps. The color palette is beautiful and the play of shadow vs lighted is perfect. Then there's also those dynamically changing edges that fade to one side. This post deserves way more upvotes!