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Ideal.

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The Original Plan.

In my final year of undergraduate studies, I and a few of my friends developed a computer game called “Meltdown 2018.”  The concept was based around a return to the Chernobyl nuclear power plant more than three decades after it’s unfortunate demise.

My work on the computer graphics portion of the game triggered a lengthy pursuit that would consume my life for the next ten years.  My goal was not necessarily to develop computer games, but rather to become immersed in computer graphics at its core; I wanted to understand graphics and mathematical concepts well enough to develop software applications based upon these ideas.

Fortunately, I was able to achieve several successes during this period:

  • I developed a modeling plug-in for a popular 3D modeling and rendering application.
  • I developed a NOAA weather satellite image interpreter.
  • I obtained an in-depth understanding of how wavelets are used for image compression (e.g. JPEG).
  • I developed a basic rendering application based on radiosity principles.

For numerous reasons, I eventually abandoned this technical pursuit and focused my energies on the creative-side (e.g. Maya, Gnomon Workshop, ZBrush).  While I have some regrets, I’ve gained an incredible amount of knowledge and experience since that time.  However, for someone who loves playing in both areas, it’s hard not to return to this original path – at least for a short while!

Mental struggles aside, I thought it fitting to include a video of a software developer (Eric Soulvie) who continued the journey and developed a powerful physics plug-in for Modo (based upon the open source Bullet Physics engine).  It’s called Recoil.

It’s something that I am excited to play around with as I can already envision finding uses for such a tool in a design context.

[youtube]QmUWxDRuqII[/youtube]

Alva Noto + Ryuichi Sakamoto

I am planning to see Alva Noto and Ryuichi Sakamoto in late May at the Cocoon Club in Frankfurt, Germany.  I stumbled upon them while searching for clubs in the area, hoping to time my visit with electronica artists with which I am already familiar.  Needless to say, I was thrilled to learn about them and to get an opportunity to see them live.

While their music pushes the limits of minimalism and experimentation (even for me), it’s worth watching the entire video below.  It’s fascinating to see how Sakamoto is intensely in-tune with Noto’s electronic “foundation” and how the timing throughout this song goes beyond perfection.

[youtube]C7FGT2Gitz8&feature=related[/youtube]

AcD: Digital Specimens – Sphere

One of the benefits, not just of Modo, but among nearly all 3D packages is the ability to utilize procedural textures when surfacing a 3D object.  In layman’s terms, procedural textures are small mathematics-based routines that simulate such surfaces as wood, marble and other natural (and unnatural) textures.

One technique that I recently learned involves the use of gradients as an input to the variables behind the procedural texture.  When you alter the gradient curve, you end up with varying points of “contrast” which allows for some very interesting and creative textures.

The result of this experimentation is what’s shown here – something perhaps that could be found under a microscope in the digital age: