Is Tracing an Image Printed on the Computer Considered Computer Generated Art
The use of digital tools and aids in order to create art has not been an uncommon thing for quite a while at present, in fact, it well-nigh comes naturally nowadays. But, when nosotros speak almost computer art, or computer generated art, the motorcar becomes the master conductor of the creative force. The term computer art usually refers to whatsoever form of digital imagery or graphic art that is produced with the aid of a computer , or whatever other form where the employment of a computer is emphasized. Today, many traditional disciplines are ofttimes combined with digital technologies, thus blurring the lines between traditional works of fine art and new media works. Every bit it is ever-evolving and changing, the digital world and technology based fine art tools keep producing new ways of creating, editing and forming the artistic vision of an individual who must keep in touch with the latest updates in order to use the maximum potential of machines. Dating back to mid/late 1950s, the get-go computer art shows, held at the Howard Wise Gallery in NY, astounded the public. At the time, the artwork was dubbed as Digital or Cybernetic art, it comprised mostly of geometrical shapes in unlike random combinations. The form was ground-breaking at the time of its conception, and henceforth continued to develop and grow alongside of the digital evolution which was destined to spread globally.
Now, with the omnipresent influence of digitalization, nosotros take a look at 10 beautiful examples of computer generated art.
Jason Salavon – Every Playboy Centerfold, The Decades
Before fully stepping into the practice of being a fine creative person, Jason Salavon worked as a programmer in the video game industry. Widely recognized for his manipulation of the vast quantity of iconographic materials through the use of reckoner software, Salavon presents a fresh perspective on the familiar. His practice oft unearths unforeseeable patterns that resonate through the relationship of the part and the whole. Such is the result of his series of computer generated art pieces where he created his signature blurred photographic effect by overlaying and combining numerous photographs of non-so-average women from the Playboy centerfold foldouts from the four decades; 1960 to 1999. Have a look at the story behind the iconic Marilyn Monroe photographs for the first upshot of Playboy. The final product displayed predominant characteristics of a typical Playboy model: lite peel, long pilus, thin body, radiant against a bluish groundwork. What was interesting is that the pictures in the serial actually reveal the gradual thinning, lightening and increased frontality of the models throughout the years.
Scott Snibbe - Falling Girl
An immersive interactive narrative installation, named Falling Girl, allows the viewer to become an agile role of the story which follows a young girl's unnaturally slow descent from the top of a skyscraper to the ground. The falling daughter reacts to the people and events from each window she passes by on her fashion downward, and the audiences were given the chance to play the part of those people. The bulletin of this technology based art piece is conveyed through an interactive way, emphasizing the shortness of our lives and the (un)importance of the small, footling things. The digital installation provided a unique experience for the visitors, giving them the opportunity to go an integral part of the fine art.
Victor Adan, Jeff Snyder & Daniel Iglesia – The Draftmasters
Hacked pen-plotter printers equipped with pickups for audio, producing…art? Is this example taking reckoner art to the farthermost? Mayhap, just information technology is at the core of its bones principles. The way it works is that two guys, namely Victor Adan and Jeff Snyder, make physical gestures and motions which directly the hacked pen-plotter printers. The same printers are pimped with pickups to make the audio, Daniel Iglesia, the 3rd guy from this video/geek/music collaboration, analyzes the visuals and creates 3D graphics in real-time. Doesn't make much sense? Well, have a look at the art piece and the artists in action, perhaps it will give you some perspective, or not… Either way, it is definitely computer art!
Mark Wilson - 'e4708'
In 1980, Marking Wilson bought himself a microcomputer and started learning programming in order to create artwork. His computer generated fine art pieces have been widely exhibited across the earth. The distinct technological flavor to his geometric imagery has made him i of the most prominent names behind computer art. Dorsum in the 80s, there were but a few options for an artistic endeavor involving a auto. Wilson purchased a personal computer and learned to write his ain software. Through calculated repetition, Mark creates complex layers that result in very intricate artworks. Every bit in most examples of computer fine art, some aspects are left to chance and are called randomly by the machine, while others are carefully designed by the artist.
Gilles Tran – Blowing in the current of air
French gimmicky 3D artist Gilles Tran, more often than not known as Oyonale, is defended to digital art. His work focuses on 3D rendering software, such as POV-Ray, Cinema 4D, Poser and FinalRender. The website of his portfolio is arable with digital artwork from over the years of his career. The prolific programmer and designer has created surreal worlds with his digital prowess. His 3-dimensional spaces are breathtaking and lure the viewer in, making the fine art piece nigh life-like. His website bursts with various examples of digital art and besides provides free images of the work in progress and shows the steps he made in guild to finalize the finished production. Such is his slice entitled Blowing in the wind, where the gravity seems to be toying with the subjects within the room. The whole scene seems to be capturing a beautiful, withal unsafe moment in the wind.
Manfred Mohr - Sphereless
The loftier interest in algorithmic fine art urged Manfred Mohr to offset using the computer in 1969. Considered as a pioneer of digital art, his early on estimator art pieces are algorithmic and feature a stiff attitude towards rhythm and repetition. Since then, Mohr has had many solo exhibitions worldwide and he has participated in innumerable group shows, such equally: MoMA - Museum of Mod Art, NY 1980, Eye Pompidou, Paris 1978, 1992; ZKM (Heart for Art and Media), Karlsruhe 2005, 2008, 2010; Museum Ritter, Waldenbuch 2005, 2006, 2008, 2013; MoCA, Los Angeles 1975; National Museum of Modern Fine art, Tokyo 1984; Museum of Modern Art, San Francisco 1973, 1977, 1980, and many, many others. He is besides the recipient of numerous highly acclaimed awards like ACM SIGGRAPH Distinguished Artist Honor for Lifetime Achievement in Digital Art, 2013 and Gold Nica from Ars Electronica, Linz 1990, simply to proper name a few.
Camille Utterback – Abundance
Located in the city of San Jose, California, Abundance was a temporary public installation by Camille Utterback. In order for this technology based art piece to work, a video camera was installed on the City Hall which captured the movements of people in the plaza below. The captured silhouettes were then projected as a dynamic blitheness onto the cylindrical building. Movements and paths of the passersby became part of a collective visual record, thus turning the edifice into an always-changing and dynamic canvas.
Joseph Nechvatal – Computer Virus
The mail-conceptual digital creative person and fine art theoretician, Joseph Nechvatal, creates calculator-assisted paintings, animations and custom-designed computer viruses. Ever since his early pieces from 1986, Nechvatal has been fascinated with the relationship between reality and virtuality. Coincidentally, he coined the art theory term viractualism. One of his most famous works was the Calculator Virus Project where he aimed to create physical paintings through algorithms that were to implement the "viral" processes. He was attempting to bring back the virtual into the real. The entire series is described by Nechvatal as a office of the viractualism motility which seeks to course and investigate interfaces between the technological and the biological.
Pascal Dombis - Irrational Geometrics
Through the use of excessive technological process, Pascal Dombis explores the complexities of visual paradoxes. Computers and algorithmic elements are the primal factors in his fine art. As many other digital artists, through intricate repetitions of simple processes, he produces elaborate geometric and typographical signs. The final piece sometimes appears as a sort of a glitch we would encounter in a computer program, only information technology is that feeling of unease and de-construction that inspires the viewer to gaze deeper and retrieve about the paradox of mechanical control and the cluttered randomness it produces.
POV-Ray – Notwithstanding Life
So, how far exactly has computer art progressed through the ages? Well, a piddling program chosen Persistence of Vision Raytracer, aka POV-Ray, may provide the respond. This tracing software generates images from a text-based scene description, creating visual works of art from millions and billions of complex mathematical calculations. Information technology does not require any in-born talents like drawing or painting skills, and it is free to use. The end result speaks for itself, the high resemblance to a photograph or a real life-like image is uncanny. It remains to be one of the most normally used ray-tracing software to date, it is relatively piece of cake to use, and it provides powerful features.
All images used for illustrative purposes only
Source: https://www.widewalls.ch/magazine/computer-generated-art-10-artworks
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