

Matt Pearson is an artist, coder, and award-winning blogger based in Brighton, UK. His popular blog http://zenbullets.
Meer over Matt PearsonGenerative Art
A Practical Guide using Processing
Samenvatting
Artists have always explored new media, and computer-based artists are no exception. Generative art, a technique where the artist creates print or onscreen images by using computer algorithms, finds the artistic intersection of programming, computer graphics, and individual expression. The book includes a tutorial on Processing, an open source programming language and environment for people who want to create images, animations, and interactions.
'Generative Art' presents both the techniques and the beauty of algorithmic art. In it, you'll find dozens of high-quality examples of generative art, along with the specific steps the author followed to create each unique piece using the Processing programming language. The book includes concise tutorials for each of the technical components required to create the book's images, and it offers countless suggestions for how you can combine and reuse the various techniques to create your own works.
What's Inside
- The principles of algorithmic art
- A Processing language tutorial
- Using organic, pseudo-random, emergent, and fractal processes
Specificaties
Inhoudsopgave
U kunt van deze inhoudsopgave een PDF downloaden
Foreword
Preface
Acknowledgments
About this book
About the author
Introduction:
-Generative art is easy
-Order and chaos
-Programming as poetry
-The chaos artist
Part 1: Creative Coding
1. Generative Art: In Theory and Practice
-Not your father's art form
-The history of a new idea
-The digital toolset
-Summary
2. Processing: A Programming Language
-What is Processing?
-Programmatic drawing 19
-Structure, logic, and animation
-Looping
-Saving, publishing, and distributing your work
-Summary
Part 2: Randomness and Noise
3. The Wrong Way to Draw A Line
-Randomness and not-so-randomness
-Iterative variance
-Naturalistic variance
-Summary
4. The Wrong Way to Draw a Circle
-Rotational drawing
-Case study: Wave Clock
-Summary
5. Adding Dimensions
-Two-dimensional noise
-Noisy animation
-The third dimension
-Summary
Part 3: Complexity
6. Emergence
-Emergence defined
-Object-oriented programming
-Summary
7. Autonomy
-Cellular automata
-Simulation and visualization
-Summary
8. Fractals
-Infinite recursion
-Coding self-similarity
-Exponential growth
-Case study: Sutcliffe Pentagons
-Summary
Index
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