Walking Lines 2
August 4th, 2008
Continuing on from the original walking lines I did in Processing, I went on to develop this version of it. This is done effectively the same way as the original, but the code is cleaner and it provides for more variation. It also runs slower.
This version should allow further development to make the lines even more random by separating all the variables, where the original was more limited since the numbers were largely defined within the line parameters.
This version is also technically more stochastic then the first one as well as the lines are added to and built on using the += command to add the new line position to the previous line position. Unfortunately this still draws a new line every frame that is not necessarily joined to the line from the previous frame.
Walking Lines 1
July 31st, 2008
In the week 2 tutorial for KKB211 - Computational Arts 2, we are looking at doing walking lines in our chosen development tool.
Walking lines are effectively randomly generated paths that the lines follow to create a random image.
I have been using Processing for this particular focus. Thus far I have random lines, however they don’t follow any particular path as of yet. This is effectively still walking lines as the position of the lines is added to and built on. Unfortunately this actually draws a new line every frame that is not necessarily joined to the line from the previous frame.
Have a look at it online here.
The code used to do this is extremely simple and just involves a few random variables based on the width and height of the canvas. I don’t believe this is entirely stochastic because the randoms are tightly controlled, but it is random within its boundaries (unless you want to get into the nitty gritty of it, which I don’t).
The source code is available after the jump.
Audio Responsive Lines 2
June 5th, 2008
There were a few problems with the first responsive lines that I did. Mainly related to visibility. For the lines I decided to make their visibility based on the audio spectrum as well as the volume, so sometimes they vanish altogether when they shouldn’t.
I have mostly fixed this now, it does still occasionally happen but not too often and in general it responds to all audio better than it did before. It is more sensitive overall.
There are some changes to the rotations as well so now there is more variation in how the lines appear, including the illusion of a horizon, so there is a lot more randomness to it.
I have also gone through and added in notes to make it easier to figure out what does what later on, also so anyone looking at it can figure it out relatively easily.
The Quartz Composer file, responsive_lines_2.qtz is available here.
It requires input via the built in mic in Macbook’s or iMac’s. It can of course be changed to accept audio input from the microphone-in, or line-in on Mac Pro’s or Mac Mini’s. With the right plug-in, it can also accept input from iTunes.
The most ideal is via line-in or microphone in as this gives the most control over what exactly the graphics are being synchronised with. However, using the built-in microphone means that no extra accessories are required.
Note that this was done usingĀ Quartz Composer in Leopard.
Audio Responsive Lines
June 5th, 2008
I decided to experiment a bit more with the patches I had been using for my responsive particles to try making some audio responsive lines.
The lines turned out to be a bit harder to work with than the particles since there are quite a few more things to control, but they did produce an interesting result.
The Quartz Composer file, responsive_lines.qtz is available online here.
Note that this one involves a lot more flashing than the other’s, so if you are epileptic or just don’t handle rapid flashing colours very well, you are looking at it at your own risk.
