Another blow-up view of the Apollonian spheres, now dropping on a concave surface to gather all the jetsam together. This is what I had in mind when writing the first drop demo, and the model just needed a bit of refinement for the differently sized balls.
30.09.2025 10:41 β π 1 π 0 π¬ 0 π 0
New demo just dropped! Testing a basic elastic model with blocks of FCC, BCC and diamond lattice.
#particlesimulation #elasticcollision #hookeslaw #bodycenteredcubic #facecenteredcubic #diamondlattice #lattice #crystalstructure #3dgraphics #pythoncode #numpy #opengl
28.09.2025 14:04 β π 4 π 0 π¬ 0 π 0
Deforming Apollonian spheres, again using some interesting math that Bluesky doesn't want me to explain in this limited space.
24.09.2025 16:14 β π 3 π 0 π¬ 1 π 0
Making Apollonian gaskets usually follows a key rule of iterated function systems: each iteration should make the thing smaller. With inversions, this means going from the outside to the inside of inverting circles.
However, it's possible to make valid gaskets using a lopsided configuration, where
23.09.2025 12:53 β π 4 π 0 π¬ 0 π 0
Another look at Apollonian spheres, cutting out the top half and showing a few iteration steps.
#apollonianspheres #apolloniangasket #iteratedfunctionsystem #inversion #sphereinversion
21.09.2025 18:16 β π 2 π 0 π¬ 0 π 0
Apollonian spheres
18.09.2025 21:28 β π 1 π 0 π¬ 0 π 0
New implementation of the Apollonian Gasket iteration
16.09.2025 13:44 β π 2 π 0 π¬ 0 π 0
2D circle inversion fractals on the spherical surface. This was a fun offshoot of my recent Apollonian endeavours, again using the Riemann sphere mapping to go from 3D to 2D for the iterations.
13.09.2025 14:04 β π 20 π 5 π¬ 1 π 0
Apollonian gaskets via circle inversion.
For more explanation, you should see my posts on Instagram, Youtube, Facebook or Mathstodon where the posting limits are more sensible.
12.09.2025 12:29 β π 2 π 0 π¬ 0 π 0
Different views of iterating the Apollonian gasket
10.09.2025 18:42 β π 2 π 0 π¬ 0 π 0
Is it that time of the year yet?
#pumpkincarving #sierpinskitriangle
09.09.2025 17:43 β π 4 π 0 π¬ 0 π 0
Truncated octahedron Apollonian gasket
08.09.2025 22:29 β π 3 π 0 π¬ 0 π 0
Another style for regular 2D Apollonian gaskets
#apolloniancircles #apolloniangasket #relief #emblem #geometricart #fractal #fractalart #raymarching #pythoncode #opengl #algorithmicart #algorist #mathart #laskutaide #ittaide #kuavataide #iterati
05.09.2025 11:47 β π 4 π 0 π¬ 0 π 0
Apollonian gaskets based on Platonic solids. The vertices of a tetrahedron/octahedron/icosahedron are used for the centre positions of the initial circles.
02.09.2025 17:30 β π 3 π 0 π¬ 0 π 0
Riemann sphere mappings of Apollonian gaskets.
Since my 2D gaskets are fitted to the unit circle, they cover exactly half of the Riemann sphere, as seen in the first part. My lazy solution to covering the entire sphere was a simple copy-paste, and the result doesn't seem too bad.
31.08.2025 23:08 β π 2 π 0 π¬ 0 π 0
Another look at the Apollonian gasket. This shows that the process doesn't use simple inversion, since that would distort the image within each disc.
#apolloniancircles #apolloniangasket #geometricart #fractal #fractalart #biblicallyaccurateangels #weirdart #creepyart #horrorart
24.08.2025 16:25 β π 6 π 0 π¬ 1 π 0
Back to basics: I made an Apollonian gasket generator based on Descartes' theorem, as explained on Wikipedia. The method involves some nontrivial details on the choice of +/- signs, which I had to figure out on my own.
#gasketcase
23.08.2025 17:37 β π 1 π 0 π¬ 0 π 0
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 7 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
Software developer. Hardware tinkerer. Artist currently working with pen plotters and math.
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Homo universalis. Inventor, engineer, artist, entrepreneur. Balancing & experimenting on the edge of art and technology. I make art with code I write , sometimes turning these into physical woodcuts and wood relief prints
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Generative art, creative coding.
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Mathemactivist and Craftamatician.
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Aged amateur photographer and dabbler in code.
I live in Hampshire in the south of the UK.
Artist | Excel nerd | Math art geek | Science fiction & fantasy writer | World builder
husband, father, friend, Joseph R. Morton Professor of Math & CS at @DavidsonCollege, sports analyst, professionally trained mime, puppeteer
Mathematical artist making the abstract visible;
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Textile artist, mostly knitting, mostly inspired by mathematics, space exploration and science fiction. Lapsed science communicator. Also, occasional writer and photographer.
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Kummia unia ja toisia todellisuuksia unen ja valveen rajan molemmin puolin.
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