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see also: Abstract Animation History

dates 13-17th dec.2005 / realtime animation / fluxus workshop / workshop_notes

day 1 [tue. 13.dec] installing / drifting / morphogenesis
day 2 [wed. 14.dec] animation, programming, fluxus intro → livecoding
day 3 [thu. 15.dec] graphical programming & programming languages, a 3d world, a general overview of fluxus capabilities
day 4 [fri. 16.dec] textures, particles, simulation, interaction & i/o
day 5 [sat. 17.dec] integration & openlab
day 6 [sun. 18.dec] [optional] evaluation, loose ends and discussion

structure

  • morning > intro talks, thinking, discussing.
  • afternoon > learning by doing.
  • evening > optional screenings or further playing
  • installing software
  • informal presentations
  • animation
    • moving images
    • history of experimental animation
  • relationship with music
  • appropriating stuff from games (and film) industries
  • artificial life/generative ideas
  • programming
    • why code? (and why computers?)
    • raw material of the computer
    • avoids feature lust/externally imposed upgrade cycle
    • dynamic languages
  • fluxus intro
    • entering code
    • camera
    • workspaces
    • loading/saving your scripts
  • livecoding
    • manefesto
    • performance videos/toplap video
  • graphical programming & programming languages
    • pd/max
    • scripting languages (mel, python)
    • scheme
    • incremental development
  • a 3D world
    • cartesian space
    • vector maths
    • matrix maths
  • general (scripts)
    • transforms (tree.scm)
    • materials (mattest.scm)
    • livecoding example
    • primitive types
    • polys, nurbs, particles, text
  • interfacing i/o
    • audio (bars.scm)
    • networked/osc
    • sensor systems
    • fluxus as audio sequencer (or part of a larger whole)
  • textures
    • blending (mandala/spintex)
    • cutouts (clocks)
    • texture coord pdata
      • toonshading / non-photorealism
      • reflection mapping
  • particles
    • explosion/smoke/fire/water
    • aggregation
    • particles eroding geometry
  • simulation
    • water surface simulation
    • flocking
    • rigid body dynamics
      • livecoded robots (robo.scm etc)
      • chain (chain.scm)
  • interaction & i/o
    • basics of games
    • interface (mouse-over thing)
    • sensors for i/o (see: CEED)
  • {possibly}
    • mixing rigid body dynamics and genetic programming

integration & openlab

documentation, evaluation, followup

  • 'The Computational Beauty of Nature' by Gary William Flake
  • scheme programming
  • 'Structure and Interpretation of Computer Programs' by Harold Abelson, Gerald Jay Sussman
  • 'The Scheme Programming Language' by R. Kent Dybvig.
  • opengl manual
  • games programming gems
  • cg tutorial
  • b'mth maths book
  • visualisation
  • 'Visual Explanations: Images and Quantities, Evidence and Narrative' by Edward R. Tufte
  • see also InfoViz
  • fluxus_workshop.txt
  • Last modified: 2020-07-17 09:51
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