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Generative art : a practical guide using processing / Matt Pearson [ ; foreword by Marius Watz].

By: Material type: TextTextSeries: Digital design/programmingPublisher: Shelter Island, NY : Manning, [2011]Distributor: London : Pearson Education Copyright date: ©2011Description: xli, 197 pages : illustrations (some colour) ; 21 cmContent type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
ISBN:
  • 1935182625
  • 9781935182627
Subject(s): Genre/Form: Additional physical formats: No titleDDC classification:
  • 776 23
LOC classification:
  • N7433.8 .P43 2011
Contents:
Introduction: The organic vs. the mechanical. 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 ; Perpetual impermanence ; The latest in primitive technology ; Summary 2. Processing : a programming language for artists. What is processing? ; Bold strides and baby steps ; Hello world ; Programmatic drawing ; Functions, parameters, and color values ; Strokes, styles and co-ordinates ; Variables ; Fills, alpha values, and drawing order ; Structure, logic, and animation ; The frame loop ; Writing your own functions ; Operators ; Conditionals ; Looping ; While loops ; Leaving traces ; For loops ; Saving, publishing, and distributing your work ; Version control ; Creating stills ; Using a still as an alt image ; Creating video ; Frame rates and screen sizes ; Mobile devices, iPhone/iPad, and Android ; Summary -- Part 2. Randomness and noise. 3. The wrong way to draw a line. Randomness and not-so-randomness ; Iterative variance ; Naturalistic variance ; Perlin noise in processing ; Creating your own noise ; A custom random function ; 4. The wrong way to draw a circle. Rotational drawing ; Drawing your first circle ; Turning a circle into a spiral ; Noisy spirals ; Creating your own noise, revisited ; Case study: Wave clock ; 5. Adding dimensions. Two-dimensional noise ; Creating a noise grid ; Noise visualizations ; Noisy animation ; The third dimension ; Drawing in 3D space ; Three-dimensional noise ; The wrong way to draw a sphere ; Summary -- Part 3. Complexity. 6. Emergence. Emergence defined ; Ant colonies and flocking algorithms ; Think locally, act locally ; Object-oriented programming ; Classes and instances ; Local knowledge (collision detection) ; Interaction patterns ; Summary -- 7. Autonomy. Cellular automata ; Setting up the framework ; The game of life ; Vichniac vote ; Brian's brain ; Waves (averaging) ; Simulation and visualization ; Software agents ; Human agents ; Summary ; 8. Fractals. Infinite recursion ; Coding self-similarity ; Trunks and branches ; Animating your tree ; Exponential growth ; Case study: Sutcliffe pentagons : Construction ; Exploration ; Summary.
Summary: Describes the principles of algorithmic art along with examples of generative art and tutorials using the processing programming language to create the images found in the book.
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"Digital design/programming"--Page 4 of cover.

Includes index.

Introduction: The organic vs. the mechanical. 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 ; Perpetual impermanence ; The latest in primitive technology ; Summary 2. Processing : a programming language for artists. What is processing? ; Bold strides and baby steps ; Hello world ; Programmatic drawing ; Functions, parameters, and color values ; Strokes, styles and co-ordinates ; Variables ; Fills, alpha values, and drawing order ; Structure, logic, and animation ; The frame loop ; Writing your own functions ; Operators ; Conditionals ; Looping ; While loops ; Leaving traces ; For loops ; Saving, publishing, and distributing your work ; Version control ; Creating stills ; Using a still as an alt image ; Creating video ; Frame rates and screen sizes ; Mobile devices, iPhone/iPad, and Android ; Summary -- Part 2. Randomness and noise. 3. The wrong way to draw a line. Randomness and not-so-randomness ; Iterative variance ; Naturalistic variance ; Perlin noise in processing ; Creating your own noise ; A custom random function ; 4. The wrong way to draw a circle. Rotational drawing ; Drawing your first circle ; Turning a circle into a spiral ; Noisy spirals ; Creating your own noise, revisited ; Case study: Wave clock ; 5. Adding dimensions. Two-dimensional noise ; Creating a noise grid ; Noise visualizations ; Noisy animation ; The third dimension ; Drawing in 3D space ; Three-dimensional noise ; The wrong way to draw a sphere ; Summary -- Part 3. Complexity. 6. Emergence. Emergence defined ; Ant colonies and flocking algorithms ; Think locally, act locally ; Object-oriented programming ; Classes and instances ; Local knowledge (collision detection) ; Interaction patterns ; Summary -- 7. Autonomy. Cellular automata ; Setting up the framework ; The game of life ; Vichniac vote ; Brian's brain ; Waves (averaging) ; Simulation and visualization ; Software agents ; Human agents ; Summary ; 8. Fractals. Infinite recursion ; Coding self-similarity ; Trunks and branches ; Animating your tree ; Exponential growth ; Case study: Sutcliffe pentagons : Construction ; Exploration ; Summary.

Describes the principles of algorithmic art along with examples of generative art and tutorials using the processing programming language to create the images found in the book.

Machine converted from AACR2 source record.

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