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Psychedelic Graphics 0: Introduction

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31–40 of 73 posts

Re: Psychedelic Graphics 0: Introduction

#31

If anyone wants to play around with psychedelic graphics without going too low-level, [hydra]( https://hydra.ojack.xyz/ ) is a cool javascript based livecoding environment with a gentle learning curve.

Is there anything which supports music input? I liked Winamp era visualizers, but the art seems to be dead today.

Re: Psychedelic Graphics 0: Introduction

#32

This 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…

Maybe the most "scientifically accurate" replication of psychedelics are in these "DeepDream" images.

They were originally made to debug neural networks for image recognition. The idea is run the neural network in reverse while amplifying certain aspects, to get an idea on what it "sees". So if you are trying to recognize dogs, running the network in reverse will increase the "dogginess" of the image, revealing an image full of dog features. Depending on the layer on which you work, you may get some very recognizable dog faces, or something more abstract.

The result is very psychedelic. It may not be the most faithful representation of an acid trip, but it is close. The interesting part is that it wasn't intended to simulate an acid trip. The neural network is loosely modeled after human vision, and messing with the artificial neurons have an effect similar to how some drugs mess with our natural neurons.

Re: Psychedelic Graphics 0: Introduction

#33
post #30

Slightly offtopic: Is there a way to do create meshes and animate them directly inside blender, pragmatically? Sort of like shadertoy, but instead of drawing, sculpting and rigging manually, I write some code that generates meshes and run shaders on them for effect?

Yes, all of blender is extensible with python, and last time I used it in a project in university it was surpisingly easy to do too.

Re: Psychedelic Graphics 0: Introduction

#35
Hi, David Tristram here. founding member of Raster Masters, 1990's computer graphics performance ensemble. As @hopkins has mentioned, we used high end Silicon Graphics workstations to create synthetic imagery to accompany live music, including notably the Grateful Dead, Herbie Hancock, and Graham Nash.

After many iterations I'm currently working mainly in 2D video processing environments, Resolume Avenue and TouchDesigner. The links here are inspiring, thanks for posting.

Re: Psychedelic Graphics 0: Introduction

#36
Regarding the OP doc and UV coordinates. A major area of investigation for us back in the day was finding interesting ways to displace the uv texture coordinates for each corner of the rectangular mesh. We used per-vertex colors, these days one would use a fragment (pixel) shader like those in ShaderToy.

A very interesting process displaces the texture coordinates by advecting them along a flow field. Use any 2D vector field and apply displacement to each coordinate iteratively. Even inaccurate explicit methods give good results.

After the coordinates have been distorted to a far distance, the image becomes unrecognizable. A simple hack is to have a "restore" force applied to the coordinates, and they spring back to their original position, like flattening a piece of mirroring foil.

Just now I am using feedback along with these displacement effects. Very small displacements applied iteratively result in motion that looks quite a bit like fluid flow.

Re: Psychedelic Graphics 0: Introduction

#37

Hi, David Tristram here. founding member of Raster Masters, 1990's computer graphics performance ensemble. As @hopkins has mentioned, we used high end Silicon Graphics workstations to create synthetic imagery to accompany live music, including notably the Grateful Dead, Herbie Hancock, and Graham Nash. After many iterations I'm currently working mainly in 2D video processing environments, Resolume Avenue and TouchDes…

Who were the other people in Raster Masters, and what crazy stories from Grateful Dead concerts can you tell? ;)

Every time I've ever plugged in a modern projector into a laptop at a presentation it's so stressful, like rolling the dice if the screen will ever come up. What kind of a projector and calibration and preparation did it take to project live hires SGI video onto the screen above the band?

Re: Psychedelic Graphics 0: Introduction

#38

Regarding the OP doc and UV coordinates. A major area of investigation for us back in the day was finding interesting ways to displace the uv texture coordinates for each corner of the rectangular mesh. We used per-vertex colors, these days one would use a fragment (pixel) shader like those in ShaderToy. A very interesting process displaces the texture coordinates by advecting them along a flow field. Use any 2D vect…

Aaaah, remember the simple directly manipulative pleasures of Kai Power Goo:

LGR: Kai's Power Goo – Classic 90s Funware for PC!

https://www.youtube.com/watch?v=xt06OSIQ0PE

Re: Psychedelic Graphics 0: Introduction

#39
I’ll be honest I’m far more interested in the rolling hills article that accompanies this one.

Specifically about halfway through the process and applying:

uv.x = uv.x + sin(time + uv.x * 30.0) * 0.02; uv.y = uv.y + sin(time + uv.y * 30.0) * 0.02;

to the static image. Having experienced a range of psychedelic experiences in my life this appears to be the closest visually with the real thing, at least at low, non-heroic, doses. Maybe slow the waves down and lessen the range of motion a bit.

Note: I am far more interested in replicating the visual hallucinations induced by psychedelic compounds than by making cool visuals for concerts and shows, utmost respect for both sets of artists though.

There is an artist (and I’m sure many more) who does a fantastic job with psychedelic visuals using fully modern stacks to edit, unfortunately their account name entirely escapes me. I’ll comment below if I find it.

The comparison that I would make with this portion of the Rolling Hills article would be the mushroom tea scene from Midsommar, specifically with the tree bark. The effect of objects “breathing” and flowing is such a unique visual and I love to see artists accomplishing it in different ways.

Re: Psychedelic Graphics 0: Introduction

#40

Regarding the OP doc and UV coordinates. A major area of investigation for us back in the day was finding interesting ways to displace the uv texture coordinates for each corner of the rectangular mesh. We used per-vertex colors, these days one would use a fragment (pixel) shader like those in ShaderToy. A very interesting process displaces the texture coordinates by advecting them along a flow field. Use any 2D vect…

That was how Jeremy Huxtable (inventor of the original NeWS "Big Brother" Eyes that inspired XEyes) PostScript "melt" worked: choose a random rectangle, blit it with a random offset, lather, rinse, repeat, showing how by repeating a very digital square, sharp, angular effect, with a little randomness (dithering), you get a nice smooth organic effect -- this worked fine in black and white too of course -- it's just PostScript:

https://www.donhopkins.com/home/archive/news-tape/fun/melt/m...

    %!
    %
    % Date: Tue, 26 Jul 88 21:25:03 EDT
    % To: NeWS-makers@brillig.umd.edu
    % Subject: NeWS meltdown
    % From: eagle!icdoc!Ist!jh@ucbvax.Berkeley.EDU  (Jeremy Huxtable)
    % 
    % I thought it was time one of these appeared as well....

    % NeWS screen meltdown
    %
    % Jeremy Huxtable
    %
    % Mon Jul 25 17:36:06 BST 1988

    % The procedure "melt" implements the ever-popular screen meltdown feature.

    /melt {
        3 dict begin
        /c framebuffer newcanvas def
        framebuffer setcanvas clippath c reshapecanvas
        clippath pathbbox /height exch def /width exch def pop pop
        c /Transparent true put
        c /Mapped true put
        c setcanvas

        1 1 1000 {
            pop
            random 800 mul
            random 600 mul
            random width 3 index sub mul
            random height 2 index sub mul
            4 2 roll
            rectpath
            0
            random -5 mul
            copyarea
            pause
        } for

        framebuffer setcanvas
        c /Mapped false put
        /c null def
        end
    } def

    melt
Here's Jeremy's original "Big Brother" eye.ps, that was the quintessential demo of round NeWS Eyeball windows:

https://www.donhopkins.com/home/archive/news-tape/fun/eye/ey...

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