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Evolving Virtual Creatures by Karl Sims. Sims presents a system for evolving virtual creatures in a simulated three dimensional physical world. The creatures’ bodies and the rules that govern their behavior change over generations of reproduction based on various criteria for survival. The criteria are chosen in such a way that walking, swimming, jumping and other behaviors evolve. The creatures’ shapes and “neural circuitry” are represented as directed graphs.
44 likes 2 comments 48 repins
Manny Tan: disc experiment
28 likes 2 comments 39 repins
Smiling Ashley So fancy!! Like the colors!
Dorothy Meaux cool
Ed Burton, for SingleCell, 2001, refound via Tom Carden
14 likes 14 repins
"The goal is to get an image represented as a collection of overlapping polygons of various colors and transparencies. We start from random 50 polygons that are invisible. In each optimization step we randomly modify one parameter (like color components or polygon vertices) and check whether such new variant looks more like the original image. If it is, we keep it, and continue to mutate this one instead." via @binx
30 likes 43 repins
Catherine Ulitsky. "In the photographs of European Starling flocks, I have painted connections between the birds to show the entire flock as a faceted geometric shape."
53 likes 2 comments 84 repins
Kim Darin Fascinating and amazing!
Mike Ogrady If this is done on other flocks of like birds, or other species - is there a recurring pattern? Just curious.....
Pascal Mueller - CityEngine - Zürich - Western#1 - generative street grids
8 likes 12 repins
Star Wars Relief - Timelapse photograph of Star Wars IV transformed into a surface relief, 2011 Silicon - Sam Burford
5 likes 7 repins
Field's generative illustrations are actually snapshots of a massive, absurdly complex, 3-D digital sculpture
9 likes 18 repins
Meanders is a generative system driven by the interaction of growing agents. / novastructura / via neb
16 likes 17 repins
Lab for Electronic Arts and Performance / Cutting Corners, by Quasimondo
1 repin
Lab for Electronic Arts and Performance / Cutting Corners, by Quasimondo
Lab for Electronic Arts and Performance / Cutting Corners, by Quasimondo
This is a Processing simulation of particles that movement is drivent by invisible noise function.
3 likes 4 repins
computational architecture by michael hansmeyer
3 likes 1 comment 9 repins
Ben Golder I still can't believe this whole thing was built from lasercut contours.
Reverse Archeology generates buildings from sand poured from the mouse / wow, just wow / via tom
6 likes 11 repins
Sol Lewitt + Mechanical Turk / software vs turkers by clement valla
5 likes 7 repins
WeaveSilk.com / pretty!
2 likes 1 comment 5 repins
Natalie Chavez Glad that someone else thinks this is fascinating besides me!
Abstract01js by Marius Watz / a good way to start
3 likes 7 repins
Fetching pins…
Walter Cross Very pretty
Ethan Zuniga interesting