The Computer will run and my bird will fly…

9 05 2013


When i have been begining to develop my birds and creatures, i did not think about the physical aspects of my work. Maybe i was waiting to a small “push”. But i got this support soon, from a fantastic curator, Nora O’Murchú. She invited me to exhibit on the show called “Run Computer Run” which takes place in Dublin.

here is a small text about the idea behind my work:

Creatures Creatures were created two years ago from artifacts. Creatures with human or animal-like outfit, though they are nothing else but well structured artifacts.

 Artifact The notion has multiple meanings. In my case it is interpreted as a technological and an archeological notion. All my artifacts are based on a collection of virtual errors. If these errors are rearranged, new forms are expected to be resulted, that could be considered as byproducts. The new forms are created by a human (by me), however, through a technological process. Due to their human or animal-like forms those humans who are watching them, are guided back to the real world. (This is the archeological aspect of the artifact.)

 Technology My technology is based on code, nodes, virtual digital technology. Usually I experiment with controllable random forms, i.e. with random artifacts. The result of the virtual digital technology will be always a computer artifact (digitally printed or screened two dimensional surface). To step forward (toward the state of the archeological artifact), this dimension should be left behind.

 Hello World This is the exit from the virtual world. There are many possible ways of becoming real: real can be experienced physically, measured in a real space with its dimension, surface, colour, shadow, reflection, odor, or touch. An automatized, “without human process” way (3D printer for example) could be used, too, but it doesn’t lead to an artifact in its archeological sense. What is need is to use my senses, hands and skills to form or shape the object (based on the computer’s artifact).

  Object This is the final result, made of material (stuff), built by me, hanging there as a bird (hanging as the gravity effects it). The object is exposed to light, inducing shadows. It is there, it is real, it is transubstantiated into an archeological artifact. The form is completely figurative.




this is the first sketch, the installation right now under realisation, i will post few images soon…





common spaces- coded memories

16 04 2012

Latest installation of mine, what i made for the project called `cross senses – Synaesthesia. About the workshop i already wrote earlier. Now i just want to write about the realized project, here is a short description:

The goal of this installation is not to emulate the visual world of a  synesthesian person. I would like to present the process of the perception from the viewpoint of a  non-synesthesian person. The box is the transit place or space between the reality and the synesthesian‘s world. We, non-synesthesians cannot see the process itself (that is why we don’t see what is in the box), but as soon as the synesthesian person provides us with some non-visual, oral information, we get a chance to experience visually at least some fragments of his/her visions (on the monitor).  In this way the installation is similar to an observation zone, but the zone, of course, is the inner world of the synesthesian.

and here is an exemplar room visual (altogether was 25 different rooms).

Birds and others

24 01 2012


Half year ago i started to work with broken 3d forms and artifacts. I used many different parameters for the animation, and i got a random result, it was like a bird. After half year when a friend of mine mentioned this image i reworked that project and i started to generate directly birds. The animated versions you can see on my “anigif” site.


and a reindeer…

and a dead dog (not so optimistic closing image, sorry for that)




all made by triangles

12 09 2011

Iam preparing for an exhibition in Hungary at the end of September. I will show some digital prints and animated gifs. Basically its just a couple of triangles generating an artifact. In a certain setup this artifact is totally controllable and i was able to play with some more parameters. The result is more like an optical vision, but the artifact is enough deeply present to break the perfection of these images.

All are animated gifs, please click them:


and here is a video:

Curly Code is my secret weapon

24 08 2009

Its time to talk a bit about “curly code”.


When i started my deeper adventures in the world of generated forms and structures, one of my idea, lets say desire was to build an application up, with the ability of freehand drawing in a 3 dimensional space, to animate those drawings, using as a performance platform or just to render some nice looking stills out.

The first results were very geometrical, drawings without traces, i mean  a direct gestural drawing, made by a human hand.


Playing a bit more with the line movements, its started to be more human made, more natural. But in a certain point i just trapped. I felt like being in a technical dead end. i made several researches about processing and i have tried other generative softwares, how those are able to reproduce a quasi same result.


The research was a good point to go forward, or how to say… make a very important experiment, with the digital line, by my hand. and i started to involve some characters and figures.


I’ve liked the result and i tried to involve some colors and forms, but my world became very organic again. At this experiment i used 2D graphics, with many repetitions, rotating, transforming.


At this point i stopped my work  and left it as an unfinished experiment. The first real result was the “.get control”, and this screenshot.

But today i just picked the project up again and was thinking how to continue. Made some screenshots with more improvements and succeed to rewrite the root of the project.

Picture 118

and yes the new QC will open some more possibilities how to go forward. I’ve made some tests:)

for more screenshots, please check my flickr page, oh and yes! why the name is “curly code”. The answer is not so complicated…

shader, glitchy glitchy glitchy

9 08 2009

Sunny day, sunday morning. Nothing better then playing with one of toneburst’s new innovation.
The 2D version is not my style, but the 3d one…
Picture 42

Lets go through, what is a shader, so the shader is… well i copy from wiki:
A shader in the field of computer graphics is a set of software instructions, which is used primarily to calculate rendering effects on graphics hardware with a high degree of flexibility. Shaders are used to program the graphics processing unit (GPU) programmable rendering pipeline, which has mostly superseded the fixed-function pipeline that allowed only common geometry transformation and pixel shading functions; with shaders, customized effects can be used.

Thats it. So i skipped some very important step, and i followed my way.

Picture 53

Nice results, not new ones, many generative artists have used this kind of structure. But in a certain point i just found myself in a random glitchy situation

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Picture 46

Woaaaa… 3D and glitchy. With several tweaking i added some more particle style fragments, its a ‘gl spline’, from kineme (GL TOOLS).

Lets go with this spline thing forward, so the spline is a…

first definition:

In mathematics, a spline is a special function defined piecewise by polynomials. In interpolating problems, spline interpolation is often preferred to polynomial interpolation because it yields similar results, even when using low-degree polynomials, while avoiding Runge’s phenomenon for higher degrees.

clear? Not at all, so i put a more specific one:

In the computer science subfields of computer-aided design and computer graphics, the term “spline” more frequently refers to a piecewise polynomial (parametric) curve. Splines are popular curves in these subfields because of the simplicity of their construction, their ease and accuracy of evaluation, and their capacity to approximate complex shapes through curve fitting and interactive curve design.

Well, better? Lets use this: parametric curve, you can add points, define the points coordinates and the subdivision (thats determining how many step will take from one point to another)

So i added 2 splines, utilizing the stipple pattern possibility, like big 3d pixels chained.

Picture 54

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Whatever. Its a glitchy structure in 3d. Just  some more improvement is needed, playing a bit with the field of view and the lightning.

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Nice sunday post, isn’t it? But where is a demonstration video? Not yet, its still sunday and i’am lazy to do it. Maybe tomorrow:)