Video showing the progress over time of a number of simulations from the Aggregation series. These use variations on Diffusion Limited Aggregation to create a rich variety of delicate sculptural forms. This video was originally created for the SIGGRAPH 2006 Computer Animation Festival.
Cellular Forms uses a simplified model of cellular growth to create intricate sculptural shape. Structures are created out of interconnected cells, with rules for the forces between cells, as well as rules for how cells accumulate internal nutrients. When the nutrient level in a cell exceeds a given threshold the cell splits into two, with both the parent and daughter cells reconnecting to their immediate neighbours. Many different complex organic structures are seen to arise from subtle variations on these rules, creating forms with strong reminiscences of plants, corals, internal organs and micro-organisms.
The aim is to create structures emergently: exploring generic similarities between many different forms in nature rather than recreating any particular organism, in the process exploring universal archetypal forms that can come from growth processes rather than top-down externally engineered design.
Cellular Forms uses a simplified model of cellular growth to create intricate sculptural shape. Structures are created out of interconnected cells, with rules for the forces between cells, as well as rules for how cells accumulate internal nutrients. When the nutrient level in a cell exceeds a given threshold the cell splits into two, with both the parent and daughter cells reconnecting to their immediate neighbours. Many different complex organic structures are seen to arise from subtle variations on these rules, creating forms with strong reminiscences of plants, corals, internal organs and micro-organisms.
In this video a density map is used to show the internal details of the structures as they grow, giving an X-Ray like view through the three dimensional forms.
The aim is to create structures emergently: exploring generic similarities between many different forms in nature rather than recreating any particular organism, in the process exploring universal archetypal forms that can come from growth processes rather than top-down externally engineered design.
This is an updated version of my earlier Cellular Forms animation (vimeo.com/82989945), including music by Max Cooper, and exhibited at the Ars Electronica Festival and the Bridges 2014 conference of maths and art.
The animations use digital simulation of a simplified biological model of morphogenesis, with three-dimensional structures generated out of interconnected particles to represent cells.
Each form starts with a initial spherical cluster of cells which is incrementally developed over time by adding iterative layers of complexity to the structure. The aim is to create forms emergently: exploring generic similarities between many different shapes in nature rather than emulating any particular organism, revealing universal archetypal forms that can come from growth-like processes rather than top-down externally engineered design.
Cell division is controlled by accumulated nutrient levels. When the level in a cell exceeds a given threshold the cell divides, and various parameters control how both the parent and daughter cells re-connect to their immediate neighbours. New nutrient can be created by photons in cells hit by incident light rays. Nutrient can also be allowed to flow to adjacent cells. The simulation process is repeated over thousands of iterations and millions of particles, with each of the final structures comprising over fifty million cells.
This is an updated version of my earlier Cellular Forms animation (vimeo.com/82989945), including music by Max Cooper.
This X-Ray version uses exactly the same simulation data as Cellular Forms HD (vimeo.com/93056665), but renders them using a density accumulation map. Effectively a digital X-Ray through the structures. This reveals internal structures in the forms not apparent in the renders that only show the extenal surface.
The animations use digital simulation of a simplified biological model of morphogenesis, with three-dimensional structures generated out of interconnected particles to represent cells.
Each form starts with a initial spherical cluster of cells which is incrementally developed over time by adding iterative layers of complexity to the structure. The aim is to create forms emergently: exploring generic similarities between many different shapes in nature rather than emulating any particular organism, revealing universal archetypal forms that can come from growth-like processes rather than top-down externally engineered design.
Cell division is controlled by accumulated nutrient levels. When the level in a cell exceeds a given threshold the cell divides, and various parameters control how both the parent and daughter cells re-connect to their immediate neighbours. New nutrient can be created by photons in cells hit by incident light rays. Nutrient can also be allowed to flow to adjacent cells. The simulation process is repeated over thousands of iterations and millions of particles, with each of the final structures comprising over fifty million cells.
Digitally generated work by Andy Lomas, exploring how complex emergent structures can be created by rules that simulate growth processes. For more detailed information check out my website at andylomas.com
Andy your art is awesome. I'm currently using particles systems in 3ds max to do systems like conways game of life and langtons ant. You can see them here:
Heads up: the shoutbox will be retiring soon. It’s tired of working, and can’t wait to relax. You can still send a message to the channel owner, though!