Showing posts with label 3d. Show all posts
Showing posts with label 3d. Show all posts

Sunday, June 06, 2010

Measuring Cup

Measuring Cup is a little dataform project I've been working on this year. It's currently showing in Inside Out, an exhibition of rapid-prototyped miniatures at Object gallery, Sydney.

This form presents 150 years of Sydney temperature data in a little cup-shaped object about 6cm high. The data comes from the UK Met Office's HadCRUT subset, released earlier this year; for Sydney it contains monthly average temperatures back to 1859.


The structure of the form is pretty straightforward. Each horizontal layer of the form is a single year of data; these layers are stacked chronologically bottom to top - so 1859 is at the base, 2009 at the lip. The profile of each layer is basically a radial line graph of the monthly data for that year. Months are ordered clockwise around a full circle, and the data controls the radius of the form at each month. The result is a sort of squashed ovoid, with a flat spot where winter is (July, here in the South).


The data is smoothed using a moving average - each data point is the average of the past five years data for that month. I did this mainly for aesthetic reasons, because the raw year-to-year variations made the form angular and jittery. While I was reluctant to do anything to the raw values, moving average smoothing is often applied to this sort of data (though as always the devil is in the detail).


The punchline really only works when you hold it in your hand. The cup has a lip - like any good cup, it expands slightly towards the rim. It fits nicely in the hand. But this lip is, of course, the product of the warming trend of recent decades. So there's a moment of haptic tension there, between ergonomic (human centred) pleasure and the evidence of how our human-centredness is playing out for the planet as a whole.


The form was generated using Processing, exported to STL via superCAD, then cleaned up in Meshlab. The render above was done in Blender - it shows the shallow tick marks on the inside surface that mark out 25-year intervals. Overall the process was pretty similar to that for the Weather Bracelet. One interesting difference in this case is that consistently formatted global data is readily available, so it should be relatively easy to make a configurator that will let you print a Cup from your local data.

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Tuesday, May 22, 2007

Fijuu, 3D Synaesthesia and the Loungeroom

Game/art notable Julian Oliver (aka delire) has been using game engines for audiovisual performance since way back. In 2001 I saw him play a Quake mod that had been rigged with audio samples and proximity triggers to create an immersive first-person performance tool; a digital hardcore jumping castle (I think the system was related to the later q3apd). In conversation at the same event, he argued for the potential of this approach. I saw the Quake mod as an ingenious sample trigger interface - a kind of 3D drum machine - but Oliver was looking ahead to realtime manipulation and deformation of geometry and sound. In retrospect he was evoking a form of synaesthetic media, where spatial and sonic attributes are fused and cross-mapped, so that the form is the sound. Gesture is significant here too - in performance practice gesture is at the interface of space, motion and sound. Oliver was imagining dynamic form as an articulation of sonic gesture, but also the prospect of folding back 3D form into sound; procedural texture-mapped geometry as a sonic provocation. What does this sound like?


This conversation came back to me vividly when I ran into fijuu2, a project by Oliver and Steven Pickles. Fijuu comes close to realising what Oliver imagined in 2001: a plastic, gestural, realtime audiovisual 3d environment. Forms twist, shatter and rotate, hovering inside cylindrical arcs of a gesture sequencer. Sound and form transform in unison, evoking a third, more abstract thing, the map or pattern that links them. Global filters influence sound and image, making another (logical) map between pixel shaders and audio effects. It's great to see lush, gaming-grade 3d graphics diverted towards a more abstract aesthetics of play.

fijuu is also interesting as a case study in art/game crossover and the free software ecology. It runs on Linx, using the Ogre graphics engine; all free and good, but installation looks fairly daunting. Apparently it will one day be available as a Linux live CD, bypassing the installation process and maybe approaching a game-console level of runnability. This is the exciting bit, for me. It would be great if artists could join the current battle for the "converged" screen (MediaCentre, PS3, FrontRow, TiVo, etc). One way would be for artists to somehow gain a toehold in mass market console gaming - but that doesn't seem likely, despite the odd promising exception. Another is for art to occupy interstitial attention, with screensavers like The Endless Forest and E-volved Cultures. Fijuu signals a third possibility, for art to temporarily occupy ubiquitous PC hardware as if it were a console. Back to the demoscene, and forward, to generative AV 3D interactive art in your loungeroom.

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Saturday, April 28, 2007

going DEAF: Pneumatic Sound & Hardware Surrealism

After a short and jetlag-altered visit to Rotterdam, I've been reflecting on some more works from DEAF. My documentation was pretty poor (phone cams don't like dark exhibition halls) but luckily Anne Helmond has some excellent photos from the show, and we liked many of the same works. Helmond also shared my observation that despite the theme ("Interact or Die!") the strongest works were non-interactive (even non-computational).


One other work that rates a mention was Edwin van der Heide's Pneumatic Sound Field, an outdoor installation made up of a suspended grid of 42 pneumatic valves under electronic control. Rapidly switched, the valves emit tiny bursts of white noise - not to mention (as the artist points out) actual air, the material substrate of sound itself. The result is visually underwhelming - a metal spaceframe snaked with little hoses - but sonically and perceptually amazing. Impulses of sound and air flicker over the grid, moving between discrete rhythmic pulses and fused granular clouds that traverse the space like waves. The valves are tiny, perfectly discrete sound sources, so the textures they create are packed with spatial detail, even if they are limited in sonic variety. Van der Heide frames the work as a perceptual and acoustic experiment, but its reception is equally shaped by techno (post-techno, whatever) and its language of immersive pulse and timbre. In other words, it reminded me of Pan(a)Sonic. And like Roots and especially Ondulation (blogged previously), Pneumatic Sound Field uses physical media to create a perceptual field that is richer, higher-res, and more inherently dynamic, than the computational equivalent.

Finally, a work that isn't post-computational at all, but tightly and ironically wedged inside digital culture. Exonemo's Object B is in part a Half-Life mod with a case of Surrealism. Your gun emits oil drums, trucks, furniture, cows and lumps of masonry, which accrete into bizarre composites. What's more, the mod seems to have leaked out of the computer; most of the "players" are controlled by spastic robotic sculptures made from home hardware and electronics shop detritus. It's a beautiful and incisive satire of human-computer interaction, as well as the whole paradigm of 3D graphics. The mass culture readymades of game geometry and home hardware converge in a mad, twitching clump. Documentation online is a bit sparse, but check out this video from tagr.tv.

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