Resulting texture image from 123d Catch using 70 unrelated images placed in a fake 3d living room (click image for fullsize)
Piezo Coin-op
Performance for Plotters
The Draftmasters perform live drones using pen plotters… in 3d!
3d Box Glitch

Glitch rendering 3d boxes for a Rubik’s Cube simulation (much harder than expected).
Mini USB

A 3d model of a mini USB connector – seemingly architectural-scale.
Reactivity in Virtual Space
Musing today about ray-tracing in simulated 3d environments in the computer, I realized that these spaces have a singularity of view, even though it is intended to mimic a “real” space. Consider a reflective surface: this will look different depending on one’s angle, yet in the simulated 3d space, even for two viewers looking at one monitor, the reflection is exactly the same. Similarly, shapes out of view or obscured by another object are not rendered and in fact do not exist until in view.
A step closer would be an online environment like an MMORPG where multiple users might be looking at the same object from a different view. The caveat is that it is unlikely that the users are in the same physical space (ie: in a room together) and since their computers are fixed, they are not in the same configuration as in the game. It is unlikely that a friend can call out from behind an object, whose view and physical relationship to the virtual object is the same.
The closest technology I can see is Augmented Reality (AR), where a tool like a smartphone or tablet is the viewing device, where the camera also serves to locate the viewer simultaneously in a physical and virtual space. A cube, marked with patterns for recognition by the camera, could be seen on the screen as a reflective sphere, reactive to the viewer’s position. Simultaneous viewing is then possible, in a social space where dialog and a responsive virtual environment exist together.
Polygon Sheet – Still

A still from some experiments in Processing for the design of an upcoming publication; inadvertently resulting in a video (currently crunching). Tons of polygons with copier-toner texture, overlapping to create weird mesh glitchiness.
Whiteboard + 3d Face Collision

A Mug’s Shadow

Some more tweaking and fancy math (3d intersection of a plane and line) and the shadow tracing sketch in Processing seems to be working perfectly. Shapes are drawn and capped, the file is then exported as DXF and loaded into Rhino to be scaled and exported for 3d printing. Next (and hopefully final) step is to set up a control interface so the model can be manipulated (scale, turn on/off floorplane, etc) and exported on command.
… And Success!

Something approximating success!



