fluxus workshop (2005)
see also: Abstract Animation History
dates 13-17th dec.2005 / realtime animation / fluxus workshop / workshop_notes
{proposed} schedule
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
day 1
- installing software
- informal presentations
day 2
- 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
day 3
- 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)
day 4
- 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
day 5
integration & openlab
day 6 [optional]
documentation, evaluation, followup
software
examples
scheme references
screenings // animated
- Len Lye, Norman McLaren,
- Oskar Fischinger http://www.brightlightsfilm.com/22/fischinger.html
- Mary Ellen Bute http://www.awn.com/mag/issue1.2/articles1.2/moritz1.2.html
- Stan Brakage.
- Somewhere between the art and film world - outsiders in both
reading
- '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