Generative Physics Systems

Generative Physics System

Generative Physics system by Patrick Huebner, which utilises simulated physical behaviour and autonomous particle-interactions; one way to imagine it would be like having a bunch of tadpoles swimming in a pond. What I found interesting about this work was the infinite amount of unique details that can be discovered and created in each simulation. Furthermore, the incorporation of physics to generate randomness results struck me of how we can incorporate basic math equations into art. Another notable factor is that this was coded and compiled using processing, which amazes me of how much this software can deliver.

Generative art is defined as a conscious approach (clear algorithm) but open uncontrollability or unpredictability that surprises. For this case, the artwork has a particle interaction simulation with an explicit algorithm of 4 rules. First, the particles follow a global vector of attraction (gravity). Second, it adheres to set physical constants like friction and restitution. Third, if a particle collides with another particle, it will move into the opposite direction. Last, if it collides with a set boundary, move into the opposite direction. While it is a simple set of rules based on physics, the results quickly become complex; which gives an impression as though the particles are alive and each time the simulation is played a new work is created. 

How does this relate to me? While I am not an ADM student nor am I a Computer Science student, I do enjoy art as well as programming. Before learning about Generative Art, I have always seen programming as a flow of logical sequence which is unrelated to art. However, this artwork has shown me the mix between the two, and how we can harness technology to achieve inspirations and creativity. Additionally, I am also taking the module “Interactive art” at NIE, so perhaps I hope to take away something I learnt here to that module too.