CrossingsFirst workshop: Roehampton University 21/02.05 - new visualisation Second workshop: The Place |
Aim is to find ways of emulating the drawing:
To develop three stages of mesh deform
1) to put the agents in bands (separate bands so that we can have splits
2) to make the triangulated bands move each their way with leftwards and rightwards agents
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that the agents generate paths of squares so that we can have crystalisation
here the idea was also to
Mette's idea is that we should create the mesh as an if loop reacting on distance over time:
Vertices {a,b,c,d,e,f,g}
If distance (a2 -a1) is small then
a1 is aPAST1, aPAST2, aPAST3 etc // this means that the old point is kept as a memory
draw triangles between a, aPAST1, aPAST2, aPAST3 and b - e.g. to get the webbing:
if distance is too small - then nothing // i.e. don't draw point on top of each other
when distance is big again then kill aPAST over time // e.g. keep the crystals there for a while
The yaxis can also result from this small loop
Playing with the surface |
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The surface moves per timeframe: |
This can be set / slow is 2000 (20 secs) |
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It is one array of triangles: |
I think it could be more like the original setup with 3 rows of triangles (responding to the 4 rows of departure points) this would give it a more surface like quality |
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The mesh moves smoothly with the agents - then there is a flicker between each state when the agents are re-sorted |
I think the mesh needs to have its own trajectory, meaning it needs to move from state to state - rather than with the agents - this would eradicate the jumping and let the timeframe issue (times of interaction) be more clear. |
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The sorting at present makes the surface zigzag |
Obviously just something we need to play with |
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Rendering |
For now we could do it in wireframe - then find a renderer |
Making it more like the drawing |
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In the drawing there are 2 surfaces They are both with normals facing up and down creating a breaking up of the surface |
Could the vertices moving left be differentiated from the vertices moving right creating two meshes interacting? |
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The drawing is done on a grid of movement |
I don't know if this is important but we could use a multiplication of integers to make the mesh move more grid like. (e.g. take agent pos - turn it in to an integer and then threshold to give less resolution to movement). |
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The drawing is not regularily broken up into triangle - e.g. there are also square if even that they are triangulated |
This is because the Ôagents' are imagine to be on top of each other - which they will never be Perhaps we can make the |
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The drawing is more broken up |
Is there a way to let the surface have breaks in it? a) could this be generated by the Yaxis? - e.g. if the yAxis is drawing the vertices down? - not v likely b) could we use the normals to make the mesh break up - wonder how regular this would be? I know that the mesh must be predefined (e.g. vertexlist) c) could we let there be double of the vertices to agents - and when distance/time is small then they can pop out d) could this work when we are doing the yaxis - e.g. could the extra points be moving downwards? |
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The drawing has many (!) agents - the particles that C is drawing doesn't |
This is just to look out for |
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At present there is no differentiation between the between the directions of the agents |
We could do this - it would double up the surface which might help solve bits above |
This is with full surface - e.g. not cut up / but still triangulated - this looks better than the triangulated one - but not when it is rendered?
Moving two ways