http://localhost:8800/organicart/threek.html?mystart=%27gallery/Edinburgh.oao%27

Evolutionary organic code and experiments

Organic horns

Organic horns as used in William's exhibition. These do heavy geometry on the graphics card. This allows us to generate complex forms in realtime on fairly high end machines, but may cause problems on laptops with low end or no dedicated graphics card.

The shape may be changed using mutation or sliders, but changes to the underlying rules require a shader recompile, which takes a second or two.

Organic horns Virtual Reality

Organic horns as used in VR exhibition. These do heavy geometry on the graphics card and need VR eqipment and experimental ChromeVR browser.

You will need to hit F2 once the page is running to enter VR mode.

Simpler organic horns

A simpler shape using the same underlying code.

Organic horns, low resolution

This will run with most options turned off and at low resolution. You can experiment to find a suitable setup for your machine. That setup will be remembered and used when your run the full version later.

Simple bending

This shows the algorithms used for horn generation, running on Javascript with a simple character-based interface. It can be used to experiment with basic methods and understand how the horns can be generated.

More advanced users can create new rules in Javascript and combine them with the existing ones.

DNA: CSynth

This shows a simplified version of the CSynth code for 3d DNA configuration.

Feedback

This shows how feedback can be used to generate complex structures with very little computation power.

Fano

This implements a surface hunting technique in the graphics card to render implicit functions. The functions used are called Fano functions, with special interest in mathematics.

Julia

This implements a surface hunting technique in the graphics card to render implicit functions. The functions used are called Julia functions, with special interest in mathematics.

Implicit Texture

This implements a surface hunting technique in the graphics card to render implicit functions. The functions are the functions we usually use for 3d texturing of other forms.

Sound, house and face

Most of our experiments use WebGL, but we have a few that use simpler graphics methods. These are quite new for us and are bundled (rather inelegantly) into a single front end.

This shows two traditional mutation examples (face and house). It also shows the use of a (VERY experimental) language for time based generative works, with special access to evolutionary interface.