animating with math

I keep finding things I can't look away from in the intersection of art, math, music and science.  Patterns arise unexpectedly and take on a life of their own.  They teach me about how they work when I'm willing follow their ephemeral movements. 

 

Game engines are big boxes of math where many complex systems interact at once.  Math is so literal that it would at first glance seem predictable.  On closer inspection, interesting effects can be found at the edges or where multiple things interact.  

 

 

By breaking things and putting them back together again we learn how they truly work.  And when accidents happen in the routine course of events these anomalies often point in the direction of new discoveries.  I've learned to follow their lead down the rabbit hole.

 

 

These are samples of my recent work produced in the Unity 3D game engine.  I explore them as if an alien landscape or a specimen under a microscope.  

I take pictures to remember them by and sometimes I'll post them here.  

 

Here is one of my earlier works, the Glitch Sunset.

 

About 3 years ago I was really into this.  In the batcave I wrote code and developed hardware interfaces to explore the many ways to break the Unity 3D game engine.  My good friend Velotron made music and tech art in Ableton Live that drove the visual elements I was assembling in Unity via an OSC data stream.

Clip Plane Slicing

Depth Buffer Tearing

Phase Space Painting

These are some of the techniques I devised for exploring glitch.  I used them to create these images and animation.  I'm looking forward to explaining more about how they work.  

 

 

Terabytes of image and video data resulted from this highly productive phase between 2009 and 2012, most of which has never seen the light of day.  So I'll post some of those archives here once in a while along with the new stuff.  

 

Welcome to anatomecha arise.  I hope these explorations are as fun to view as they are to create.