Testing the Gosper curve in my variable iteration halftoning setup. So far I've only used the Hilbert curve this way, and things get a bit coarser with the Gosper, so it was harder to find images that make nice results. So here we are with the old Venus again.
#halftoneart #gospercurve
19.05.2025 10:52 β π 3 π 0 π¬ 0 π 0
Riemersma-like dithering using a Gosper curve and a boustrophedon on a hex lattice
15.05.2025 11:24 β π 1 π 0 π¬ 0 π 0
Yet another optimized Voronoi tiling. Instead of the equal-sum partitions, this uses regular dithering to find the Voronoi seed points, and the tile areas are inversely proportional to the colour values.
06.05.2025 18:52 β π 5 π 0 π¬ 0 π 0
I wanted to make the optimized tiling look more organic, and I've already played with Voronoi diagrams quite a lot. But this turned out a bit more messy than expected.
As before, there's a roughly uniform tiling with an equal number of cells for comparison.
02.05.2025 15:54 β π 2 π 0 π¬ 0 π 0
Another visual refinement to a recent demo: adding seams to the optimized tiling scheme. While it breaks the mosaic illusion to some extent, I think it makes the tile sizing idea much clearer. As before, there's a uniform variant with the same number of tiles for comparison.
29.04.2025 09:50 β π 3 π 0 π¬ 0 π 0
How it was supposed to look like in the first place: rounded with Bezier curves.
#beziercurve #hilbertcurve #planefillingcurve #spacefillingcurve #lineart #linedrawing #singlelinedrawing #pythoncode #opengl #geometryshader #algorithmicart #algorist #laskutaide #ittaide #kuavataide #iterati
27.04.2025 19:23 β π 6 π 0 π¬ 2 π 0
The recent stipplings and partitionings reminded me of this demo from about 2 years ago. In short, it's a Hilbert curve where the iteration level varies by the colour value. I wanted to make some small changes, but I ended up rewriting it completely.
26.04.2025 18:58 β π 7 π 1 π¬ 0 π 0
Random partitionings with colour mapped from uniform partitioning (basic pixelation)
#splittingimage #stablegenius
22.04.2025 14:26 β π 3 π 0 π¬ 0 π 0
Thanks! It uses simple edge detection, so basically contrast.
21.04.2025 15:57 β π 1 π 0 π¬ 0 π 0
Optimizing pixel sizes for better detail, compared to uniform pixelation. Both pictures have 4096 rectangular tiles.
#pixelart #blockart #tiling #pythoncode #opengl #algorithmicart #algorist #mathart #laskutaide #ittaide #kuavataide #iterati
20.04.2025 16:18 β π 6 π 0 π¬ 1 π 0
New idea for stippling images using the 1D partitioning logic from last post, alternating in x and y dimensions.
I also made the minimum spanning tree, and it turned out quite interesting with the horizontal and vertical lines dominating large areas.
17.04.2025 15:00 β π 5 π 0 π¬ 0 π 0
I came across this halftoning idea sometime last week. While the idea was relatively easy to understand and fun to implement, I've spent quite a lot of time trying to make the result look nice.
I'm also including a fun glitch from the early tests.
#halftoneart #lineart #pythoncode #opengl
15.04.2025 18:56 β π 17 π 2 π¬ 0 π 0
Next in line for my polyhedral camera loop demos is a truncated cuboctahedron. I've been skipping a lot of otherwise nice polyhedra, because triangular faces just don't cut it β well actually they cut too much of the square camera view.
12.04.2025 13:01 β π 3 π 0 π¬ 0 π 0
I've always found circuit boards aesthetically inspiring, and in recent years this fascination has turned into a number of PCB-styled demos. I think a key inspiration for these has been the "Absolut Intelligence" vodka advert a couple of decades ago.
07.04.2025 18:45 β π 5 π 1 π¬ 0 π 0
Another attempt to make the floor tiling fractals more interesting: Pythagorean tiling with a varying size ratio. Also testing a new colouring scheme.
#pythagoreantiling #fractaltiling #tiling #fractalart #iteratedfunctionsystem #cameraloop #pythoncode #opengl #algorithmicart #algorist #mathart
05.04.2025 16:15 β π 4 π 0 π¬ 0 π 0
Minimum spanning tree of a dithered image, 4096 vertices. Model: Swetlana
#spanningtreeyoungandsweet #minimumspanningtree #primsalgorithm #graphtheory #halftoneart #lineart #pythoncode #opengl #algorithmicart #algorist #mathart #laskutaide #computerart #ittaide #kuavataide #iterati
03.04.2025 18:31 β π 8 π 1 π¬ 0 π 0
I've finally managed to put my entire "geodesic series" of himmelis side by side, thanks @noira.bsky.social for the suggestion. The edge counts are 6, 12, 30, 36, 42, 48, 84, 90, 120, and 210.
#himmeli #puzuri #strawart #geodesicseries #geodesichimmeli #geodesicpolyhedron #polyhedron
02.04.2025 18:00 β π 3 π 0 π¬ 0 π 0
The "floor tiling" variant feels kind of dull compared to my other recent camera loop demos. Here I've switched from regular square tiling to the alternating "brickwork" style, but it doesn't get any more exciting. So I thought I'd embrace the dullness and return to monochrome.
01.04.2025 16:42 β π 3 π 0 π¬ 0 π 0
I've been asked for more of the tiling camera loop demos β nice! Moving away from the regular Platonic solids, this one uses the truncated octahedron. I think there's a nice balance between the square and hexagonal faces, it doesn't go too far from the regular dodecahedron.
29.03.2025 17:04 β π 6 π 0 π¬ 1 π 0
Spanning trees on a geodesic polyhedron. Another example of some rather basic theory that I hadn't yet done, probably because it didn't feel that exciting. But the algorithm is now done and it might turn out handy somewhere.
#geodesicpolyhedron #graphtheory #spanningtree #pythoncode #opengl
27.03.2025 20:44 β π 6 π 0 π¬ 0 π 0
I got this crazy idea that tiles might belong on a regular plane instead of a polyhedron. So here's a flat variant of my tiling camera loop fractal demo β it even uses the floor() function.
#laattalentÀÀ #fractaltiling #cameraloop #pythoncode #opengl #algorithmicart #algorist #mathart #laskutaide
26.03.2025 19:07 β π 10 π 0 π¬ 0 π 0
Testing a colouring idea for my dodecahedron camera loop. Plain colour filters are not great for iterated work, as they would just lose all light after a few steps. Instead, I use hue shifts, with a different constant shift per each face polygon.
24.03.2025 22:09 β π 3 π 0 π¬ 0 π 0
I've been messing around with a new camera loop idea: put the camera inside a polyhedron, and feed the camera view back onto each face polygon. This makes some kind of a fractal tiling for each camera position and set of face orientations. This first example uses a dodecahedron.
23.03.2025 23:39 β π 4 π 0 π¬ 0 π 0
I've been thinking of turning my "manual algorithm" for Eulerian himmelis into code, and here's my first working attempt, using the square-augmented snub cube. It's not quite how I'd do it in real life, but it's not very far either.
11.03.2025 10:43 β π 4 π 0 π¬ 0 π 0
No new himmelis here, but I thought it might be interesting to compare some of them side by side. In all of these himmelis, the long edges are 4.5 cm. The short edges are not much shorter, and they are in the minority anyway. The total edge counts are 30, 90, 120 and 210.
07.03.2025 15:58 β π 3 π 0 π¬ 0 π 0
One more simple geodesic himmeli: a snub cube with the square faces augmented into pyramids. 30 vertices, 84 edges and Eulerian.
02.03.2025 23:01 β π 2 π 0 π¬ 0 π 0
Continuing on my geodesic himmeli series, here are two specimens using octahedral/cubic symmetry, which I haven't used much. The vertex/edge/face counts are 14/36/24 and 18/48/32.
#himmeli #puzuri #strawart #geodesichimmeli #geodesicsphere #geodesicpolyhedron #tetrakishexahedron
27.02.2025 18:35 β π 2 π 0 π¬ 0 π 0
As a by-product of a failed idea, here's another simple geodesic himmeli: a truncated tetrahedron whose hexagonal faces are augmented into pyramids. With 16 vertices, 42 edges and 28 faces, it goes between the icosahedron and the pentakis dodecahedron in my geodesic series.
25.02.2025 19:45 β π 2 π 0 π¬ 0 π 0
Had Henrik Ibsen lived in the US, the play would have been called "Action Figure Castle".
19.02.2025 13:13 β π 0 π 0 π¬ 0 π 0
Generative art, creative coding.
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Mathemactivist and Craftamatician.
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