Psychedelic Graphics 0: Introduction
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Re: Psychedelic Graphics 0: Introduction
#22Re: Psychedelic Graphics 0: Introduction
#23This might have been written just for me, I love the premise. I am truly fascinated by people who attempt to reproduce the actual physiological vision effects of psychedelic drugs. Psychoactive drugs can be probes into the inner workings of our minds - in some scientific sense - and exploring the vision effects seems likely to suggest interesting things about how our visual system works. Mostly, I am just impressed w…
This is 100% not what psychedelics look like. It's generally just mildly more saturated colours and the feeling that everything is possibly breathing or swaying in a more natural way. I dunno what happens if you take insane amounts tbf. I always thought that psychedelic art was a bit more about the sort of thing that is super appealing to look at while tripping.
Re: Psychedelic Graphics 0: Introduction
#24Re: Psychedelic Graphics 0: Introduction
#25https://www.youtube.com/watch?v=lyZUzakG3bE
At 24:28 he shows a running Belousov–Zhabotinsky reaction mapped onto a 3d model's texture:
https://youtu.be/lyZUzakG3bE?t=1468
I wrote about it in the discussion of John Walker passing away, and Josh Gordon, who worked on Chaos at Autodesk, joined the discussion:
https://news.ycombinator.com/item?id=39300605
>DonHopkins 11 months ago | parent | context | favorite | on: John Walker, founder of Autodesk, has died
>I really love and was deeply inspired by the great work that John Walker did with Rudy Rucker on cellular automata, starting with Autodesk's product CelLab, then James Gleick's CHAOS -- The Software, Rudy's Artificial Life Lab, John's Home Planet, then later the JavaScript version WebCA, and lots of extensive documentation and historical information on his web page. CelLab:
https://www.fourmilab.ch/cellab/
https://www.fourmilab.ch/cellab/classic/
https://www.fourmilab.ch/homeplanet/
https://www.rudyrucker.com/oldhomepage/cellab.htm
[...]
>josh_gordon 11 months ago | prev [–]
>I'm amazed that my beloved CHAOS still runs beautifully on emulators like DOSbox. It was the last programming project where I could completely roll my own interface - and maybe my last really fun one.
Here's some stuff I did that was inspired by Rudy Rucker and John Walker's work, as well as Tommaso Toffoli and Norm Margolus's wonderful book, "Cellular Automata Machines: A New Environment for Modeling":
https://news.ycombinator.com/item?id=37035627
by DonHopkins on Aug 7, 2023 | parent | context | favorite | on: My history with Forth and stack machines (2010)
>"Cellular Automata Machines: A New Environment for Modeling" is one of my favorite books of all time! It shows lots of peculiarly indented Forth code. https://donhopkins.com/home/cam-book.pdf
>CAM6 Simulator Demo:
https://www.youtube.com/watch?v=LyLMHxRNuck
>Forth source code for CAM-6 hardware:
https://donhopkins.com/home/code/tomt-cam-forth-scr.txt
https://donhopkins.com/home/code/tomt-users-forth-scr.txt
And a couple more recent videos to music using the SimCity/Micropolis tile set and WebGL tile engine to display cells:
SimCity Tile Sets Space Inventory Cellular Automata Chill Resolve 1
https://www.youtube.com/watch?v=319i7slXcbI
I performed it in real time in response to the music (see the demo below to try it yourself), and there's a particularly vivid excursion that starts here:
https://youtu.be/319i7slXcbI?t=314
The following longer demo starts out with an homage to "Powers of 10", and is focused on SimCity, but shows how you can switch between simulators with different rules and parameters, like setting rings of fire with the heat diffusion cellular automata, then switching to the city simulator to watch it all burn as the fires spread out and leave ashes behind, then switching back to another CA rule to zap it back into another totally different pattern (you can see a trail of destruction left by not-Godzilla at 0:50 while the city simulator is running).
I had to fix some bugs in the original SimCity code so it didn't crash when presented with the arbitrarily scrambled tile arrangements that the CA handed it -- think of it as fuzz testing; due to the sequential groups of 9 tiles for 3x3 zones, and the consecutive arrangements of different zone type and growth states, the smoothing heat diffusion creates all these smeared out concentric rings of zones for the city simulator to animate and simulate, like rings of water, looping animations of fire, permutations of roads and traffic density, rippling smokestacks, spinning radars, burbling fountains, an explosion animation that ends in ash, etc.
Chaim Gingold's "SimCity Reverse Diagrams" visually describes the SimCity tiles, simulator, data models, etc:
https://smalltalkzoo.thechm.org/users/Dan/uploads/SimCityRev...
Micropolis Web Space Inventory Cellular Automata Music 1:
https://www.youtube.com/watch?v=BBVyCpmVQew
You can play with it here. Click the "X" in the upper left corner to get rid of the about box, use the space bar to toggle between SimCity and Cellular Automata mode, the letters to switch between cities, + and - switch between tile sets (the original SimCity monochrome tiles are especially nice for cleansing the palette between blasts of psychedelic skittles rainbows, and the medieval theme includes an animated retro lores 8 bit pixel art knight on a horse), the digits to control the speed, and 0 toggles pause. (It's nice to slow down and watch close up, actually!):
As you can see it's really fun to play with to music and cannabis, but if you're going to use any harder stuff I recommend you get used to it first and have a baby sitter with you. Actually the whole point of my working on this for decades is so that you don't need the harder stuff, and you can put it on pause when you mom calls in the middle of your trip and you have to snap back to coherency, and close the tab when you've had enough.
Re: Psychedelic Graphics 0: Introduction
#26Sure there might be limited use cases for it visually but playing with the models we've built up around how graphics in computers work are a great way to learn about the each one of these systems. Not just graphics but fundamental math in programming, how GPUs work and their connection to memory and CPUs, how our eyes work, how to handle animation/time, and so on.
Re: Psychedelic Graphics 0: Introduction
#27If this is your kind of thing and you ever get a chance to see the musical artist Tipper alongside Fractaled Visions driving the visuals, you’re in for a treat. Most spot on visual depictions of psychedelic artifacts I’ve witnessed. Saw them together last year and it’s the no. 1 artistic experience of my life. The richness, and complexity of Fractaled Vision’s visuals are almost unbelievable. Even knowing a lot about…
Re: Psychedelic Graphics 0: Introduction
#28Re: Psychedelic Graphics 0: Introduction
#29>deepnet on Oct 6, 2022 | parent | context | favorite | on: Recording the Grateful Dead: The Culture of Tapers
>The overlap between early nerd culture and The Grateful Dead was very significant.
>Taping and sharing culture and its benefits were very apparent in many net forums.
>As were democratisation of the new tools, public terminals with BBS access and the Deadheads community spirit exemplified on Usenet and Arpanet.
>Look no further than John Perry Barlow, EFF co-founder and his Manifesto of Cyberspace - he was a Grateful Dead Lyricist !
https://www.wired.com/2016/02/its-been-20-years-since-this-m...
>Barlow's paradigm seems cheeky without awareness of the Net's public roots, how it came up through BBS and Fidonet culture, is forgotten by those who only saw the view of the Net as a gift from the ivory towers of academia and the military rather than bedroom z80 & 6502 modem culture.
q.v. Fidonet BBS documentary
https://m.youtube.com/watch?v=Dddbe9OuJLU
DonHopkins on Oct 6, 2022 [–]
>In another comment reply to Gumby, I mentioned how I often accidentally call them "Grateful Dead Conferences", because so many tech people I knew and worked with in Silicon Valley and the Free Software community and regularly saw at computer conferences and trade shows would show up at Dead shows.
>The Raster Masters would lug enormous million dollar high end SGI workstations across North Shoreline Boulevard from SGI headquarters to Shoreline Amphitheater, and actually pack them into trucks and travel on tour with the Dead, performing live improvisational psychedelic graphics on the screen behind the band in real time to their live music, using an ensemble of custom software they wrote themselves, mixing together and feeding back the video of several SGI workstations in real time.
>At one concert, some hippie came up to me, pointed at the graphics on the screen behind the stage in awe, and said, "I took all these shrooms, I'm tripping my balls off, and you would not fucking believe what they're making me seeing on the screen up there!!!" I explained to him that I hadn't taken any shrooms, but I could see the exact same thing!
>The Raster Masters wrote and performed their own software, which reflected the taping and sharing culture of the Dead scene, including ElectroPaint and the Panel Library from NASA, whose source code and recorded live performances were distributed with SGI's demo software and free source code library.
>The improvisational software was like a musical instrument performed in real time along with the music.
[...Lots more stuff with links and videos at the link:...]