Dense Circles

These are generated the same as the previous circles, except the number of layers is increased from 3 to 10. I focused on circles, but the stripes and chevrons at this density looked very interesting too! With 10 layers that would be at least a 74 item vector that describes the composition! Maybe 5-7 would be sufficient (39-53 item vectors). I think this is enough time with the visual explorations and it’s time to get the Jetson board and see what it can do; I’m also well overdue to start working on face detection and social media integration! I hope the monitor issues work out. I’m even more convinced that square is the way to go.

The Circles Return!

Thanks to the OpenFrameworks forum, some code was provided to convert textures from rectangular to polar coordinates. This allowed me to get circles working again! I also tweaked the code quite a bit in regards to the frequencies of sinewaves. In this version sinewaves (and offsets) are randomly selected, but limited to a particular granularity; the result is the frequencies are a lot more constrained and I’ve also lowered the max frequency leading to broader bands. I’m quite happy with these results! I have not looked at how these changes effect the stripe and chevron rendering modes, but I’ll take a look at that soon. Following are a couple of full-resolution selections from above.