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Floccus |
Floccus (1999-2001). In 1999 I began to study
the means by which dynamic graphical
lines might become able to convey a
plausible sense of physicality. After
some experimentation I developed a model
for representing the underlying
structure of "physical" lines,
in which a finite-element,
mass-spring-damper simulation is
composed of virtual particles connected
by alternating linear and torsional
springs. The model has the effect of
simulating the tensile properties of
thin physical filaments, such as hairs
or twigs. I used this physical model to
create two reactive drawing systems,
Brillo and Floccus.
In Floccus (the name is a Latin term
for "hairball"), ductile
filaments drawn by the user swirl around
a shifting, imaginary drain centered at
the user's cursor. These filaments--torn
by conflicting impulses to
simultaneously preserve their length,
yet also move towards or away from the
cursor-- find an equilibrium by forming
gnarly, tangled masses.
12 photos | 296 views
items are from between 15 Nov 2003 & 23 Nov 2006.