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The Library

157 runnable artworks spanning noise fields, attractors, growth, particles, ML kernels, and shader formulas. Each one ships with a Python reference implementation, parameter spec, and a runnable sample image you can fork.

Sample of Gesture Driven Field

Gesture Driven Field

akten_quayola · GestureDrivenField

Particles advected through a vector field whose structure is driven by a synthetic gesture signal: a chain of sinusoids at integer-related frequencies.

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Sample of Lissajous 3D

Lissajous 3D

akten_quayola · Lissajous3D

A three-dimensional Lissajous figure rendered as a single precision line drawing on a deep field.

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Sample of Mechanical Flower Spline

Mechanical Flower Spline

akten_quayola · MechanicalFlowerSpline

A 2D petal-radius spline r(θ) = r0 + A*cos(p*θ + δ) + B*cos(q*θ) swept 360° around a vertical Y axis to form a procedural flower-like 3D surface, then orthographically projected and depth-shaded.

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Sample of Pleated Fabric

Pleated Fabric

akten_quayola · PleatedFabric

A textile grid whose vertical coordinate follows z = A * envelope(y) * sin(2π f x + phase(t)), projected obliquely onto a 2D canvas so the folds read as parallel ridges of light.

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Sample of Simple Harmonic Motion

Simple Harmonic Motion

akten_quayola · SimpleHarmonicMotion

A 100x100 grid of damped harmonic oscillators driven by a periodic central impulse.

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Sample of Strata Landscape

Strata Landscape

akten_quayola · StrataLandscape

A geological landscape rendered as N horizontal strata stacked vertically, each band displaced by a slowly growing sinusoid and shaded with its own hue.

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Sample of Wave Interference

Wave Interference

akten_quayola · WaveInterference

N drifting point sources emit circular sinusoidal waves whose superposition is tone-mapped into a stormy ocean-like field.

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Sample of 2D FFT Texture Spectrum (WebGPU butterfly FFT)

2D FFT Texture Spectrum (WebGPU butterfly FFT)

anadol_webgpu · fft2dTexture

The WebGPU butterfly 2D FFT pattern: stage by stage, a @compute shader reads two texels per output (input[p] and twiddle-weighted input[q]) and writes the combined result; after log2(N) horizontal stages, transpose, and log2(N) vertical stages, the 2D FFT is complete.

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Sample of Compute Particle System (WebGPU @compute pattern)

Compute Particle System (WebGPU @compute pattern)

anadol_webgpu · computeParticleSystem

The canonical WebGPU 'compute-to-render' pattern: a @compute shader updates N particles in a storage buffer (one thread per particle, simple Verlet-style integration: v += gravity; v *= drag; p += v; bounce off walls; life++; respawn if life>max), and a render pass consumes the same buffer as vertex data to draw point sprites.

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Sample of Data Particle Field (Refik Anadol — Machine Hallucinations / AI Data Sculptures)

Data Particle Field (Refik Anadol — Machine Hallucinations / AI Data Sculptures)

anadol_webgpu · dataParticleField

Inspired by Refik Anadol Studio's AI Data Sculptures and 'data universe' portraits (e.g.

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Sample of Dreamscape Field (Refik Anadol — Dreams / Nature Dreams)

Dreamscape Field (Refik Anadol — Dreams / Nature Dreams)

anadol_webgpu · dreamscapeField

Inspired by Refik Anadol Studio's Dreams series (Nature Dreams, Urban Dreams, Space Dreams and the MoMA Fluid Dreams algorithm): a smooth low-frequency Perlin noise field drives slow global drift while a finer detail octave adds turbulent perturbation — Anadol's fluid solver aesthetic realised with cheap numpy.

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Sample of Latent Walk (Refik Anadol — Unsupervised / Machine Hallucinations)

Latent Walk (Refik Anadol — Unsupervised / Machine Hallucinations)

anadol_webgpu · latentWalk

Inspired by Refik Anadol Studio's Unsupervised — Machine Hallucinations — MoMA (2022): a chain of N points is sampled from a synthetic 64-dimensional latent space (a smoothed random walk) and projected to 2D via a fixed random matrix; the path is integrated step-by-step with spherical-linear interpolation between adjacent chain points, so the rendered trail visualises the path the 'latent space browser' would take through the embedding.

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Sample of Parallel Reduction (WebGPU workgroup-shared-memory tree reduction)

Parallel Reduction (WebGPU workgroup-shared-memory tree reduction)

anadol_webgpu · parallelReduction

The classic WebGPU parallel-reduction pattern: load N values into workgroup-shared memory, workgroupBarrier(), tree-reduce by stride (shared[lid.x] = op(shared[lid.x], shared[lid.x + stride]); stride /= 2), workgroupBarrier(), and emit per-workgroup partials from thread 0.

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Sample of Tile Blur (WebGPU separable Gaussian tile-shared-memory blur)

Tile Blur (WebGPU separable Gaussian tile-shared-memory blur)

anadol_webgpu · tileBlur

The WebGPU separable Gaussian blur primitive: a workgroup of TILE×TILE threads loads a tile+halo of the source image into workgroup-shared memory, workgroupBarrier(), convolves each pixel with a 1D Gaussian along the row, writes to a ping-pong texture; then a second compute pass applies the column-direction Gaussian on the intermediate texture.

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Sample of Cherniak Ringers (Dmitri Cherniak — Ringers)

Cherniak Ringers (Dmitri Cherniak — Ringers)

art_blocks · CherniakRingers

An implementation of Dmitri Cherniak's *Ringers* algorithm (Art Blocks Curated, January 2021, 1,000 NFTs) — one of the most-cited generative-art projects of the NFT era, and the source of *Ringers #879* ('The Goose') and *Ringers #962* (acquired by LACMA).

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Sample of Chromie Squiggle (Snowfro / Cherniak — Squiggles)

Chromie Squiggle (Snowfro / Cherniak — Squiggles)

art_blocks · CherniakSquiggles

An implementation of the squiggle-generation kernel used in Snowfro's *Chromie Squiggle* (Art Blocks #0, November 2020) — the on-chain generative-art project that launched the Art Blocks platform itself and was the work Dmitri Cherniak cited (alongside *Genesis*) as his inspiration for Ringers.

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Sample of Genesis (DCA — Day-Zero Art Blocks)

Genesis (DCA — Day-Zero Art Blocks)

art_blocks · DcaGenesis

An interpretation of DCA's *Genesis* (Art Blocks #1, November 2020) — one of three Day-Zero collections (alongside Snowfro's Chromie Squiggle and Jeff Davis's Construction Token) that minted in the first 24 hours of the Art Blocks platform.

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Sample of Hobbs Flow Field (Tyler Hobbs — Incomplete Control / Fidenza)

Hobbs Flow Field (Tyler Hobbs — Incomplete Control / Fidenza)

art_blocks · HobbsFlowField

The canonical perlin-noise flow-field algorithm described by Tyler Hobbs in his 2020 essay 'Flow Fields', and the algorithmic backbone of his Art Blocks Curated works *Incomplete Control* (Bright Moments, 2021) and *Fidenza* (Art Blocks, 2021).

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Sample of Hobbs Watercolor Blob

Hobbs Watercolor Blob

art_blocks · HobbsWatercolorBlob

Layered translucent Gaussian blobs with watercolor-style alpha falloff.

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Sample of Hobbs Watercolor Edge (Tyler Hobbs — Soft Textures / Watercolor)

Hobbs Watercolor Edge (Tyler Hobbs — Soft Textures / Watercolor)

art_blocks · HobbsWatercolorEdge

An implementation of Tyler Hobbs' 2017 'watercolor' technique: a recursive polygon-deformation algorithm whose midpoints are jittered by Gaussian noise across many passes, then stacked with low alpha (4% per layer, 30–100 layers total) to produce the soft, ink-bleed look of wet pigment on paper.

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Sample of Penne 80s Vector (Aaron Penne — outrun perspective wireframe)

Penne 80s Vector (Aaron Penne — outrun perspective wireframe)

art_blocks · Penne80sVector

The 80s-synthwave outrun grid, the visual aesthetic Aaron Penne references in his generative-art practice (notably in *Apparitions* and his broader body of work).

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Sample of Penne Bones of the Earth (Aaron Penne — Apparitions)

Penne Bones of the Earth (Aaron Penne — Apparitions)

art_blocks · PenneBonesOfTheEarth

Aaron Penne's signature algorithm from *Apparitions* (Art Blocks Curated, March 2021) — 'drawing multiple straight lines across the screen, and perturbing them according to an underlying noise field.

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Sample of Daily Sketch Curve Morph (Synthetic Gesture)

Daily Sketch Curve Morph (Synthetic Gesture)

audio_reactive · LiebermanDailySketch

A parametric polar / hypotrochoid curve whose three radii (R, r, d) are continuously morphed by independent sin-wave chains — Zach Lieberman's signature 'use mathematical functions like sin() and tan() in place of randomness' rule from his Daily Sketches project.

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Sample of data.matrix Glitch Grid (Binary Cellular Automaton + Beat Faders)

data.matrix Glitch Grid (Binary Cellular Automaton + Beat Faders)

audio_reactive · IkedaGridMatrix

A 32×32 binary cell grid plus a thin frame of beat-fader bars around the edges.

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Sample of FFT-Spectrum Particle Field (Synthetic Audio)

FFT-Spectrum Particle Field (Synthetic Audio)

audio_reactive · PasmaFFTSpectrum

A particle field whose velocity is driven by three FFT-magnitude bands (low / mid / high) computed from a sliding window of synthetic audio.

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Sample of Reactive Concentric Rings (FFT-Band-Driven)

Reactive Concentric Rings (FFT-Band-Driven)

audio_reactive · PasmaReactiveCircle

N concentric rings around the canvas centre, each driven by a different FFT band (low / mid / high).

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Sample of SND Grid Sequencer (Multistability Pulse Grid)

SND Grid Sequencer (Multistability Pulse Grid)

audio_reactive · SNDGridSequencer

A 16×16 grid where each cell has its own activation period (inner-loop ticks) and phase offset, modelled after Mark Fell's *Multistability* algorithm: nested inner/outer loops, impulse at each inner-loop wrap, phase-reset by the outer loop.

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Sample of Boundaries

Boundaries

complexification_net · boundaries

Boundaries traces gradient-magnitude contours on a fractal Brownian motion noise substrate.

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Sample of Cellular Automata Worm

Cellular Automata Worm

complexification_net · cellularAutomataWorm

The CA Worm is an expanding construction of a one-dimensional cellular automaton.

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Sample of Cyclic Cellular Automaton

Cyclic Cellular Automaton

complexification_net · cyclicCellularAutomaton

A Greenberg-Hastings / Rock-Paper-Scissors style cyclic cellular automaton on a 2D torus.

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Sample of Diffusion Limited Aggregation

Diffusion Limited Aggregation

complexification_net · diffusionLimitedAggregation

DLA is a simulated growth process: a sticky seed sits in a 2D field, wandering particles spawn along an outer circle, take unit-length random-walk steps, and stick to the cluster whenever they touch it.

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Sample of Fibers (curling brush)

Fibers (curling brush)

complexification_net · fibers

A field of curling fibers grown from random seeds scattered across the canvas.

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Sample of Main Vein

Main Vein

complexification_net · mainVein

A single, meandering recursive vein grows from the center of a dark substrate.

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Sample of Reaction Diffusion (Gray-Scott)

Reaction Diffusion (Gray-Scott)

complexification_net · reactionDiffusion

Gray-Scott reaction-diffusion on a torus: two virtual chemicals U (substrate) and V (catalyst) react and diffuse on a 2D grid.

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Sample of 3D Menger sponge level-3 wireframe

3D Menger sponge level-3 wireframe

fractals_3d_webgl · MengerSponge3DLevel3

A level-3 3D Menger sponge explicitly generated as 20^3 = 8000 kept sub-cubes and rasterised as a 12-edge wireframe projection.

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Sample of Mandelbox fold-scale 2D projection

Mandelbox fold-scale 2D projection

fractals_3d_webgl · MandelboxFoldScale

A 2D orthographic projection of Tom Lowe's Mandelbox (2010) escape-time field.

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Sample of Mandelbulb power-8 2D projection

Mandelbulb power-8 2D projection

fractals_3d_webgl · Mandelbulb2DProjection

A 2D orthographic projection of the iconic power-8 Mandelbulb escape-time field.

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Sample of Poincare-disk hyperbolic tiling (Escher / Coxeter)

Poincare-disk hyperbolic tiling (Escher / Coxeter)

fractals_3d_webgl · HyperbolicTilingPoincare3D

A 3D hyperboloid-lifted rendering of the (p, q) hyperbolic tessellation in the Poincare disk model.

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Sample of Sierpinski tetrahedron (tetrix) 3D chaos game

Sierpinski tetrahedron (tetrix) 3D chaos game

fractals_3d_webgl · SierpinskiTetrahedron3D

A 3D chaos-game rendering of the Sierpinski tetrahedron (tetrix): a regular tetrahedron recursively replaced by four half-size copies at its corners (Hausdorff dimension log(4)/log(2) = 2).

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Sample of Interruptions (Molnár)

Interruptions (Molnár)

generative_pioneers · molnar_interruptions

Vera Molnár's 1968 'Interruptions' series: a regular grid of rectangle cells where each cell's four border edges are drawn independently, each with its own random probability of being omitted.

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Sample of Line Arrangements (Mohr)

Line Arrangements (Mohr)

generative_pioneers · mohr_line_arrangement

Manfred Mohr's 1969 plotter 'Line Arrangements': a fixed grid of columns and rows, each carrying a small set of nearly-parallel lines whose exact positions are random within the cell, overlaid with a layer of 45° diagonals whose length, position and orientation are independently random.

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Sample of Paint by Numbers (Haeberli)

Paint by Numbers (Haeberli)

generative_pioneers · haeberli_painterly

Paul Haeberli's 1990 SIGGRAPH 'Paint by Numbers' — the founding paper of stroke-based rendering.

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Sample of Plotter Trajectories (Hébert)

Plotter Trajectories (Hébert)

generative_pioneers · hebert_plotter_trajectory

Jean-Pierre Hébert's plotter-trajectory idiom — parametric Lissajous-like curves drawn over multiple passes, each pass slightly phase-shifted, each segment modulated by the local velocity of the pen so that slow regions lay down heavier pigment and fast regions trace a ghost line.

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Sample of Walk-through-Raster (Nake)

Walk-through-Raster (Nake)

generative_pioneers · nake_walk_sequence

Frieder Nake's 1966 'Walk-through-Raster' program (Algol 60 on a Telefunken TR4, plotted on a ZUSE Graphomat Z64): a repertoire of six signs — empty, vshort, vlong, hshort, hlong, dot — is sampled into a Markov chain whose transition probabilities vary with chain position so that 'vertical strokes are high at the chain's middle, empties dominate at the ends'.

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Sample of Computer-Aided Painting (Schwartz)

Computer-Aided Painting (Schwartz)

generative_pioneers_2 · lillian_schwartz

Lillian Schwartz, who worked at Bell Labs from 1968 to 2001 with Kenneth C.

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Sample of Hypertransformations (Molnár)

Hypertransformations (Molnár)

generative_pioneers_2 · molnar_hypertransformations

Vera Molnár's 'Hypertransformations' (1974-1976), executed on the IBM 360 with a CRT 2250 display and output on a Benson plotter.

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Sample of P-159 D (Mohr)

P-159 D (Mohr)

generative_pioneers_2 · mohr_p159d

Manfred Mohr's 'P-159 D' (1969, Vincennes) sits in the P-159 family that the artist developed from his earlier P-021 / P-036 line-arrangement programs.

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Sample of Raster Sequence (Nake)

Raster Sequence (Nake)

generative_pioneers_2 · nake_raster_sequence

Frieder Nake's 'Walk-through-Raster' / 'Raster Sequence' (1966) is the first non-stationary Markov chain in computer art history.

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Sample of Structure Computer (Cohen / AARON)

Structure Computer (Cohen / AARON)

generative_pioneers_2 · cohen_structure_computer

Harold Cohen's AARON, begun at UCSD in 1967-1973 and continuously developed until Cohen's death in 2016, is the longest-running art-making AI in history.

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Sample of Text Rain (Utterback & Achituv)

Text Rain (Utterback & Achituv)

generative_pioneers_2 · utterback_text_rain

Camille Utterback and Romy Achituv's 'Text Rain' (1999) is one of the canonical interactive installations of the late-1990s computer-vision era, and the piece that won them a US patent (US 6,928,313) in 2005.

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Sample of Wall Drawings (LeWitt)

Wall Drawings (LeWitt)

generative_pioneers_2 · sol_lewitt_wall_drawings

Sol LeWitt's wall drawings (1968-2007) are the canonical example of conceptual-art-as-algorithm: the work is the set of written instructions, and any number of draftspeople can execute them with different results that all satisfy the same rule.

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Sample of Cherniak Constellations (Dmitri Cherniak point-cloud + graph)

Cherniak Constellations (Dmitri Cherniak point-cloud + graph)

hobbs_cherniak_penne_deep · CherniakConstellations

A pseudo-random point cloud with connecting lines filtered by distance, producing graph-like emergent forms.

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Sample of Cherniak Nibbles (Dmitri Cherniak cell-eating cellular automata)

Cherniak Nibbles (Dmitri Cherniak cell-eating cellular automata)

hobbs_cherniak_penne_deep · CherniakNibbles

A cellular-automata growth algorithm in the spirit of Dmitri Cherniak's body of work — small 2D shapes ('nibbles') that grow by selectively removing neighbours.

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Sample of Hobbs Color-Field Overlay (Tyler Hobbs compositional method)

Hobbs Color-Field Overlay (Tyler Hobbs compositional method)

hobbs_cherniak_penne_deep · HobbsColorFieldOverlay

Hobbs's compositional method of choice: combine TWO independent fields — a Perlin flow field that drives the *trajectory* of a set of line segments, and a Gaussian-blurred colour field that drives the *colour* and *opacity* of those segments.

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Sample of Hobbs QLIQUE (Tyler Hobbs — QQL dense-streamline tangle)

Hobbs QLIQUE (Tyler Hobbs — QQL dense-streamline tangle)

hobbs_cherniak_penne_deep · HobbsQLIQUE

A dense tangle of curves where every curve is a streamline through a Perlin flow field, in the visual spirit of Tyler Hobbs's 2022 QQL release (with Dandelion Mane).

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Sample of Hobbs Spirograph (Tyler Hobbs — Petal Loops / Elektroanima)

Hobbs Spirograph (Tyler Hobbs — Petal Loops / Elektroanima)

hobbs_cherniak_penne_deep · HobbsSpirograph

A rotating-circular-arc trail in the spirit of Tyler Hobbs's *Petal Loops* (2020) and *Elektroanima* (2020) — works described by Hobbs as 'looping taken to an excessive level.' M rotating points (default 8) are connected by a closed polyline that morphs each frame as the whole ring rotates by a small angle around a central anchor.

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Sample of Penne Imprecise Balance (Aaron Penne stacked-blocks column)

Penne Imprecise Balance (Aaron Penne stacked-blocks column)

hobbs_cherniak_penne_deep · PenneImpreciseBalance

A column of stacked rectangular blocks where each block is rotated by a seed-derived angle.

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Sample of Penne Ringers (Aaron Penne concentric ring extrusion)

Penne Ringers (Aaron Penne concentric ring extrusion)

hobbs_cherniak_penne_deep · PenneRingers

Penne's take on the *Ringers* idiom (best known from Cherniak's Art Blocks release, 2021): concentric rings extruded along the Z axis, rotated about a common axis, projected to 2D.

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Sample of Boids Flock (Hodgin Murmuration)

Boids Flock (Hodgin Murmuration)

hodgin_iquilezles · BoidsFlock

A 2D flock of boids steered by Craig Reynolds' three classic rules (separation, alignment, cohesion) over a coarse spatial-hash neighbor query.

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Sample of Fractional Brownian Motion noise

Fractional Brownian Motion noise

hodgin_iquilezles · FBMNoise

Quilez's canonical fBM: a 2D value-noise base summed over N octaves whose frequency doubles and amplitude is multiplied by G = exp2(-H) per octave.

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Sample of Magneto Particles (Hodgin Magnetosphere)

Magneto Particles (Hodgin Magnetosphere)

hodgin_iquilezles · MagnetoParticles

Particles pulled and pushed by N orbiting magnetic anchors whose charges flip sign over time.

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Sample of Mulberry32 PRNG (stratified scatter)

Mulberry32 PRNG (stratified scatter)

hodgin_iquilezles · Mulberry32RNG

Mulberry32 is a tiny 32-bit-state pseudo-random number generator popularised in the demoscene and used pervasively by Quilez and other graphics programmers as the RNG inside procedural sketches.

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Sample of Saturn Rings (orbital resonance)

Saturn Rings (orbital resonance)

hodgin_iquilezles · SaturnRings

Thousands of particles are initialized in an annulus between inner_radius and outer_radius around a central mass, with circular orbital velocities v = sqrt(M/r).

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Sample of Smooth-Minimum SDF field

Smooth-Minimum SDF field

hodgin_iquilezles · SmoothMinSDF

Two animated 2D SDF primitives (a moving circle and a translating slab) are blended with Quilez's quadratic-polynomial smooth-minimum and rendered as a scalar field.

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Sample of Worley / Cellular Noise

Worley / Cellular Noise

hodgin_iquilezles · WorleyNoise

Quilez's classic 2D Worley noise: a unit grid of cells, each containing one pseudo-random feature point placed by a 2D integer hash.

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Sample of Binary Ring

Binary Ring

particles_paths · binaryRing

A system of path tracing particles evolves continually from an initial creation.

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Sample of Bit 10001

Bit 10001

networks_fractals · bit10001

(no description available) — Bit 10001 is a 3D particle system of 10,001 mutually-interacting points rendered to 2D via a rotating perspective camera.

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Sample of Box Fitting

Box Fitting

growth_aggregation · boxFitting

Box Fitting (source code)

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Sample of Box Fitting Img

Box Fitting Img

growth_aggregation · boxFittingImg

The classic box fitting algorithm (see Box Fitting) modified with an image substrate, allowing new boxes to draw color from an invisible background.

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Sample of Bubble Chamber

Bubble Chamber

physics_chamber · bubblechamber

The Bubble Chamber is a generative painting system of imaginary colliding particles.

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Sample of Buddhabrot

Buddhabrot

networks_fractals · buddhabrot

(no description available) — Buddhabrot is the rendering of escape-time trajectories of the Mandelbrot iteration.

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Sample of City Traveler (variation A)

City Traveler (variation A)

physics_chamber · citytraveler

City Traveler — a field of cities laid out on a grid, connected by thousands of travellers moving between random nearby pairs along sin-arc paths.

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Sample of Cubic Attractor

Cubic Attractor

strange_attractors · cubicAttractor

Despite the name, Cubic Attractor is not an iterated map but a particle system: a num*num grid of 'cities' (8*8 in the medium variant) each pulling toward a random grid-cell destination with friction.

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Sample of Guts (crossing knot)

Guts (crossing knot)

growth_aggregation · guts

Guts (crossing knot)

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Sample of Happy Place

Happy Place

networks_fractals · happyPlace

Happy Place renders the resulting configuration of a system of nodes connected together at random.

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Sample of Henon Phase

Henon Phase

strange_attractors · henonPhase

In computing time scales, the Henon Phase is an ancient strange attractor.

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Sample of Henon Phase Deep

Henon Phase Deep

strange_attractors · henonPhaseDeep

A larger, more atmospheric cousin of the Henon Phase attractor: 4000 colored travelers iterate the rotated Henon quadratic on a 1000x1000 canvas with a 64-color palette (synthesised in lieu of the original 'garner' GIF palette), per-step position fuzz of ~0.004, and random mutations (rebirths) every frame.

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Sample of Intersection Aggregate

Intersection Aggregate

growth_aggregation · interAggregate

The Intersection Aggregate is a fun visualization defining the relationships between objects with Casey Reas, William Ngan, and Robert Hodgin.

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Sample of Intersection Momentary

Intersection Momentary

growth_aggregation · interMomentary

The Intersection Momentary is a fun visualization defining the relationships between objects with Casey Reas , William Ngan , and Robert Hodgin .

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Sample of Limb Sand Stroke

Limb Sand Stroke

particles_paths · limbsandstroke

The Limb Sand Stroke combines two of Tarbell's signature techniques — recursive radial Limb Stroke limbs and sinusoidal Sand Stroke fans — into a single hybrid.

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Sample of Limb Strat

Limb Strat

particles_paths · limbstrat

The Limb Strat grows a forest of recursive 'stratigraphic' limbs.

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Sample of Limb Stroke

Limb Stroke

particles_paths · limbStroke

Limb Stroke builds a recursive tree of radial limbs whose endpoints deposit coloured pixel arcs along their radius each frame, painting tarbell's iconic wiggling, layered limb structures.

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Sample of Node Garden

Node Garden

networks_fractals · nodeGarden

Nodes are instantiated on irregular curving lines.

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Sample of Offspring

Offspring

networks_fractals · offspring

(no description available) — Offspring is a robot colony in which Bits are born, mature, mate, age and die.

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Sample of Orbitals

Orbitals

physics_chamber · orbitals

Orbitals — nested orbital trajectories.

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Sample of Peter de Jong Attractor

Peter de Jong Attractor

strange_attractors · peterdejong

Peter de Jong attractors — a family of iterated-function systems on the plane parameterised by four 'Bourke' constants a, b, c, d.

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Sample of Sand Dollar

Sand Dollar

particles_paths · sandDollar

The Sand Dollar is an iteratively constructed radial form using the Sand Stroke painting technique.

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Sample of Sand Stroke

Sand Stroke

particles_paths · sandstroke

The Sand Stroke is applied here in it's most basic form.

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Sample of Sand Traveler

Sand Traveler

particles_paths · sandTraveler

The Sand Traveler is a rendering of 1,000 traveling particles, each in pursuit of another.

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Sample of Stitches

Stitches

particles_paths · stitches

Stitches is an exploration of cross-stitch embroidery using many bits of wandering colored thread on an even fabric grid.

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Sample of Substrate Watercolor

Substrate Watercolor

growth_aggregation · substrate

Lines likes crystals grow on a computational substrate.

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Sample of Hydra Video Synth (numpy port of Olivia Jack's Hydra)

Hydra Video Synth (numpy port of Olivia Jack's Hydra)

live_coding_synth · HydraVisualSynth

A pure-numpy port of the core Hydra video-synth API: chains of sources (osc, noise, shape, gradient, solid, voronoi) composed with geometry modifiers (rotate, scale, scroll, kaleid, pixelate, repeat) and color/blend modifiers (invert, posterize, thresh, color, brightness, contrast, luma, saturate, hue, add, diff, mult, blend) — including the signature modulate operator a.modulate(b, scale), which uses b's red and green channels to displace a's x and y coordinates (with modulateRotate, modulateScale, modulatePixelate, modulateKaleid variants).

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Sample of P5Live sin/cos Spirograph Sketch

P5Live sin/cos Spirograph Sketch

live_coding_synth · P5LiveSketch

A pure-numpy port of the canonical p5.js sin/cos live-coding sketch: a spirograph-like cloud of points whose polar coordinates are themselves nested sin/cos chains.

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Sample of Strudel 16-Step Pattern Visualiser (4x4 grid of sample-typed shapes)

Strudel 16-Step Pattern Visualiser (4x4 grid of sample-typed shapes)

live_coding_synth · StrudelVisualizer

A pure-numpy port of Strudel's signature 4×4 (16-step) pattern grid.

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Sample of TidalCycles Mini-Notation Pattern Visualiser

TidalCycles Mini-Notation Pattern Visualiser

live_coding_synth · TidalCyclesPattern

A pure-numpy port of TidalCycles' rhythm mini-notation, expanded per cycle into a row of (sample, variant) tuples and visualised as a row of pulsing shapes that scroll horizontally.

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Sample of Topolectures (Olivia Jack) — 2D cell grid + text snippets + audio-amplitude pulse

Topolectures (Olivia Jack) — 2D cell grid + text snippets + audio-amplitude pulse

live_coding_synth · TopolecturesOliviaJack

A pure-numpy port of Olivia Jack's Topolectures: a 2D grid of cells, each cell holding a 1–2 character text snippet from a topology-mathematics corpus (sheaf, locale, frame, open, closed, cover, limit, point, net, filter, basis, ideal, prime, ring, mod, field, topos, yoneda, etale, sieve, …) and brightness pulsed by a synthetic audio-amplitude signal.

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Sample of DeepDream Field (Mike Tyka — AI: DeepDream / Inceptionism)

DeepDream Field (Mike Tyka — AI: DeepDream / Inceptionism)

ml_artists · TykaDeepDreamField

Inspired by Mike Tyka's AI: DeepDream series (2015-) and his co-authorship of 'Inceptionism: Going Deeper into Neural Networks' with Mordvintsev and Olah.

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Sample of GAN Watercolor (Helena Sarin — Neural Bricolage / #latentDoodles)

GAN Watercolor (Helena Sarin — Neural Bricolage / #latentDoodles)

ml_artists · SarinWatercolor

Inspired by Helena Sarin's Neural Bricolage practice (#latentDoodles, GAN Weaver, The Book of veGAN): she trains GANs on her own watercolor paintings and sketches, then curates the output back into analog paintings.

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Sample of Glitch (Mario Klingemann — glitch-print aesthetic)

Glitch (Mario Klingemann — glitch-print aesthetic)

ml_artists · KlingemannGlitch

Klingemann's practice amplifies the visible failure modes of digital pipelines — distorted faces mid-decode, colour-shifted artefacts, rectangular datamosh tears — into the subject matter itself.

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Sample of Memories of Passersby (Mario Klingemann — Memories of Passersby I)

Memories of Passersby (Mario Klingemann — Memories of Passersby I)

ml_artists · KlingemannMemorex

Inspired by Mario Klingemann's Memories of Passersby I (2018, Sotheby's) — a custom GAN trained on 17th–19th-century portraits that runs forever, never repeats an output, and 'observes itself' in a feedback loop.

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Sample of Neural Biodiversity (Sofia Crespo — Neural Zoo / Artificial Natural History)

Neural Biodiversity (Sofia Crespo — Neural Zoo / Artificial Natural History)

ml_artists · CrespoNeuralBiodiversity

Inspired by Sofia Crespo's Neural Zoo (2018-), Artificial Natural History (2019-), and Beneath the Neural Waves (2021): she uses 3D GANs, CNN-based texture synthesis and 3D style transfer to fabricate a 'natural history book that never was' — chimerical creatures whose anatomies recombine fragments of real species.

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Sample of Style Transfer Field (Gene Kogan — ml4a)

Style Transfer Field (Gene Kogan — ml4a)

ml_artists · KoganStyleTransferField

Inspired by Gene Kogan's Experiments with Style Transfer and the ml4a curriculum: neural style transfer iteratively updates an image so its Gram-matrix feature statistics match a style reference — the gradient of the style loss with respect to pixels defines a vector field.

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Sample of Floraform Growth

Floraform Growth

nervous_system_hansmeyer · FloraformGrowth

A 2D port of Nervous System's Floraform generative jewelry system.

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Sample of Hyphae Network

Hyphae Network

nervous_system_hansmeyer · HyphaeNetwork

A 2D port of Nervous System's Hyphae generative jewelry.

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Sample of Radiolarian Lattice

Radiolarian Lattice

nervous_system_hansmeyer · RadiolarianLattice

Nervous System's Radiolaria series translates Ernst Haeckel's 19th-century radiolarian drawings into 3D-printed sculpture.

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Sample of Subdivided Columns

Subdivided Columns

nervous_system_hansmeyer · HansmeyerSubdivision

Michael Hansmeyer's 2014 'Subdivided Columns' is a computational-design exercise in baroque complexity from algorithmic simplicity: start with a regular polygon, subdivide each edge, perturb each new vertex by a small random offset, repeat.

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Sample of Voxel Field Cross-Section

Voxel Field Cross-Section

nervous_system_hansmeyer · DillenburgerVoxelField

Benjamin Dillenburger's voxel-printing research (Digital Building Technologies, ETH Zurich, ~2016) replaced the smooth isosurface extraction of conventional architectural geometry with a literal 3D voxel grid: every cell is either solid or empty, and the boundary of the field is what gets fabricated.

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Sample of Additive Synthesis Waveform Visualisation

Additive Synthesis Waveform Visualisation

openprocessing_p5js · SoundWaveform

Visualisation of additive synthesis: y(t) = A * sum_{i=0..N-1} a_i * sin(2π f_i t + phi_i).

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Sample of Inverse-distance Attractor Network

Inverse-distance Attractor Network

openprocessing_p5js · AttractorNetwork

A population of point-agents, each carrying a position and a velocity, mutually attracted by an inverse-distance force F = G / max(d, d_min)^alpha along the displacement vector.

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Sample of Kaleidoscope Mirror Mandala

Kaleidoscope Mirror Mandala

openprocessing_p5js · KaleidoscopeMirror

Draws a single wandering line and reflects it across N rotational mirrors around the canvas centre.

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Sample of Mathematical Rose (Rhodonea) Patterns

Mathematical Rose (Rhodonea) Patterns

openprocessing_p5js · PolarCurves

Overlay of multiple rose (rhodonea) curves in the canonical polar form r = a * cos((n/d) * theta + phase), parametrised by the rational multiplier k = n/d.

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Sample of Poincaré Disk Hyperbolic Tessellation

Poincaré Disk Hyperbolic Tessellation

openprocessing_p5js · HyperbolicTiling

Escher-style regular hyperbolic tessellation in the Poincaré disk.

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Sample of Tron Lightcycle Trails

Tron Lightcycle Trails

openprocessing_p5js · TronLightcycle

Tron-style lightcycle trails.

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Sample of 2-D Totalistic Cellular Automaton (Conway + variants)

2-D Totalistic Cellular Automaton (Conway + variants)

reas_processing · wolframCA2D

Each cell looks at its 8 Moore neighbors and applies a totalistic rule.

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Sample of Gray-Scott Reaction-Diffusion

Gray-Scott Reaction-Diffusion

reas_processing · grayScottRD

Two scalar species U and V diffuse on a square grid with rates Du and Dv and react with feed F and kill k.

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Sample of Lindenmayer L-system + Turtle Rendering

Lindenmayer L-system + Turtle Rendering

reas_processing · lindenmayer

An axiom string is rewritten by parallel production rules for a fixed number of iterations, then interpreted by a 2-D turtle: 'F' walks forward, '+/-' turn left/right, '['/']' push/pop state.

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Sample of Particle-Spring Cloth (Verlet + Hooke)

Particle-Spring Cloth (Verlet + Hooke)

reas_processing · particleSpring

A rectangular grid of free particles is connected by Hooke's-law springs at rest length 'spacing'.

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Sample of Perlin Streamlines

Perlin Streamlines

reas_processing · perlinStreamlines

A 2-D vector field is sampled from one or more octaves of Perlin gradient noise.

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Sample of Voronoi Diagram from Random Seeds

Voronoi Diagram from Random Seeds

reas_processing · voronoi

Every pixel on the canvas is colored with the palette color of the seed point closest to it.

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Sample of Wolfram Elementary 1-D Cellular Automaton

Wolfram Elementary 1-D Cellular Automaton

reas_processing · wolframCA1D

Each row of the canvas is one generation of a Wolfram elementary cellular automaton.

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Sample of Domain Repetition — Inigo Quilez tile-with-warp

Domain Repetition — Inigo Quilez tile-with-warp

shader_legends · IQDomainRepetition

Inigo Quilez's 'Domain Repetition' technique from his 2008 article.

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Sample of Hash without Sine — Dave Hoskins hash art

Hash without Sine — Dave Hoskins hash art

shader_legends · TaterHashArt

Dave Hoskins's celebrated 'Hash without Sine' family of cross-platform-stable pseudo-random hash functions, presented as art.

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Sample of Improved Noise — Ken Perlin (SIGGRAPH 2002, faithful reimplementation)

Improved Noise — Ken Perlin (SIGGRAPH 2002, faithful reimplementation)

shader_legends · KenPerlinNoisePure

Ken Perlin's Improved Noise (SIGGRAPH 2002) ported faithfully to numpy.

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Sample of Pixel City — top-down procedural city

Pixel City — top-down procedural city

shader_legends · PolygoncityPixelCity

A top-down 50x50 procedural city built from a deterministic hash of grid cells.

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Sample of Shane Flow Field — particles in an fBM flow

Shane Flow Field — particles in an fBM flow

shader_legends · ShaneFlowFieldFBM

Inspired by Shane's Noisey Image Flow Lines (Shadertoy 7sSSzw).

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Sample of Shane Organic Noise — layered Perlin with rotation and twist

Shane Organic Noise — layered Perlin with rotation and twist

shader_legends · ShaneOrganicNoise

Shane Olsson's 'organic noise' Shadertoy technique: a base Perlin-style gradient noise is sampled in multiple octaves, with each successive layer rotated by an angle proportional to the layer index and twisted by sinusoidal warping about the canvas centre.

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Sample of Hex Grid Tiling — axial-coord tessellation with fBM-filled cells

Hex Grid Tiling — axial-coord tessellation with fBM-filled cells

shader_legends_2 · HexGridTiling

A hexagonal grid is the canonical 6-fold-symmetric alternative to the square-grid hash tiling.

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Sample of IQ Domain Warping — fbm composed with itself at 2/3 levels

IQ Domain Warping — fbm composed with itself at 2/3 levels

shader_legends_2 · IQDomainWarping

Inigo Quilez's domain warping trick: feed a noise function *itself* as input coordinates, producing organic flowing patterns that no plain noise function can match.

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Sample of IQ Mandelbox (2D edition) — iterated box-fold / ball-fold / scale / translate

IQ Mandelbox (2D edition) — iterated box-fold / ball-fold / scale / translate

shader_legends_2 · IQMandelbox2D

The Mandelbox is a 3D fractal defined by the iterate v := scale * box_fold(ball_fold(v)) + c, parametrised by a 'scale' fold factor and the (r_min, r_fixed) ball-fold thresholds.

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Sample of IQ Voronoi (cellular noise) — F1 / F2 distance field

IQ Voronoi (cellular noise) — F1 / F2 distance field

shader_legends_2 · IQVoronoi

Inigo Quilez's classical 2D Voronoi / cellular noise: for each integer cell of the plane a single feature point is placed at cell_centre + jitter*(hash-0.5).

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Sample of Lorenz Attractor (3D ODE) — strange-attractor trajectory with depth shading

Lorenz Attractor (3D ODE) — strange-attractor trajectory with depth shading

shader_legends_2 · LorenzAttractor3D

The Lorenz system (1963) is the canonical strange-attractor: x' = sigma(y - x); y' = x(rho - z) - y; z' = xy - beta*z.

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Sample of Menger Sponge, 2D Carpet edition — recursive 3x3 / centre-removal

Menger Sponge, 2D Carpet edition — recursive 3x3 / centre-removal

shader_legends_2 · MengerSponge2D

The Menger sponge (1926) is a 3D fractal formed by sub-dividing each cube into 3x3x3 and removing the centre plus the six face-centres.

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Sample of Animated FBM Nebula with Chromatic Aberration

Animated FBM Nebula with Chromatic Aberration

shader_legends_3 · AshleyGAnimNebula

A multi-coloured, slowly rotating cosmic gas cloud built from 5 layers of FBM noise at different scales, each layer rotated by a different angle that varies with time.

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Sample of Atmospheric Perspective Landscape

Atmospheric Perspective Landscape

shader_legends_3 · HubertyAtmospheric

A painterly 2D landscape built from depth-graded FBM bands: a soft sky gradient with a sun disc and cloud streaks, a low-amp haze band in the upper-middle, rolling green midground hills, and a sharp foreground silhouette of trees and grass.

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Sample of Bokeh Blur with Light Leaks

Bokeh Blur with Light Leaks

shader_legends_3 · TaterBokeh

A 2D bokeh effect built by stamping 50-200 soft Gaussian discs onto a near-black backdrop, each at a hash-determined centre, radius, and warm-to-cool colour.

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Sample of Hash-driven Procedural City Skyline

Hash-driven Procedural City Skyline

shader_legends_3 · DaveHoskinsHashCity

A 2D orthographic night-time cityscape whose per-column building heights come from 1D FBM noise and whose lit windows are a per-cell hash threshold.

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Sample of Recursive Spherical Displacement Wireframe

Recursive Spherical Displacement Wireframe

shader_legends_3 · IQDisplacementSphere

A wireframe sphere whose surface is recursively displaced by spherical harmonics of the form amp * sin(N * theta) * cos(M * phi), rendered as overlapping latitude and meridian polylines plus random surface dots.

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Sample of Volumetric Clouds from Cellular + FBM

Volumetric Clouds from Cellular + FBM

shader_legends_3 · BigWingsClouds

A painterly cumulus-cloud sky built from a Worley/cellular noise layer (cloud puffs) gated by a low-frequency FBM (large-scale cloud coverage) and a high-frequency FBM (in-cloud detail).

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Sample of Genetic Algorithm (Evolve Toward Target String)

Genetic Algorithm (Evolve Toward Target String)

shiffman_pearson_textbook · geneticAlgorithmString

A textbook genetic algorithm that evolves a population of binary strings toward a target ASCII string (default 'HELLO WORLD!').

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Sample of Lindenmayer L-System (Textbook Formulation)

Lindenmayer L-System (Textbook Formulation)

shiffman_pearson_textbook · lindenmayerTextbook

Lindenmayer L-system string rewriting with a 2-D turtle interpreter, the canonical textbook formulation used in both Shiffman's Nature of Code Ch.

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Sample of Mandelbrot Set (Escape-Time Fractal)

Mandelbrot Set (Escape-Time Fractal)

shiffman_pearson_textbook · mandelbrotSet

The Mandelbrot set rendered by escape-time iteration of z = z^2 + c on a window of the complex plane.

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Sample of Perlin Noise Flow Field

Perlin Noise Flow Field

shiffman_pearson_textbook · perlinFlowField

A 2-D scalar field of Perlin gradient noise is sampled on a coarse grid; each cell is assigned a heading theta = 2*pi * n.

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Sample of Random Walk / Drunkard's Walk

Random Walk / Drunkard's Walk

shiffman_pearson_textbook · randomWalkDrunkard

Many random walkers each start at the canvas center and take a stochastic 2-D step every tick.

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Sample of Reynolds Boids (Separation / Alignment / Cohesion)

Reynolds Boids (Separation / Alignment / Cohesion)

shiffman_pearson_textbook · boidsClassic

Reynolds' classic boids flocking model.

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Sample of Stochastic Recursive Fractal Tree

Stochastic Recursive Fractal Tree

shiffman_pearson_textbook · recursiveTree

Stack-based stochastic fractal tree from Shiffman's Nature of Code Ch.

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Sample of Wolfram Elementary 1-D CA (Textbook)

Wolfram Elementary 1-D CA (Textbook)

shiffman_pearson_textbook · wolframCA1DTextbook

The textbook Wolfram elementary cellular automaton.

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Sample of Generative Type Letterforms

Generative Type Letterforms

toxi_openframeworks · GenerativeTypeLetterforms

Letterforms assembled from a 9×9 stroke grid alphabet (A–Z subset), then modulated by a parametric function (bar widths and stroke positions follow `a * sin(b*x + c)` style curves) and optionally recursively subdivided into smaller marks.

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Sample of Gray-Scott Reaction-Diffusion

Gray-Scott Reaction-Diffusion

toxi_openframeworks · ReactionDiffusionGS

The canonical two-species Gray-Scott reaction-diffusion model on a periodic square grid: dU/dt = Du*lap(U) - U*V^2 + F*(1-U), dV/dt = Dv*lap(V) + U*V^2 - (F+k)*V.

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Sample of Median-Cut Color Quantizer

Median-Cut Color Quantizer

toxi_openframeworks · ColorQuantizer

Heckbert's 1982 median-cut color quantization applied to an evolving procedural gradient + low-resolution noise wash.

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Sample of Pixel Sort (Glitch Art)

Pixel Sort (Glitch Art)

toxi_openframeworks · PixelSort

Per-row pixel sorting à la Kim Asendorf's `ASDFPixelSort` and Karsten Schmidt's own glitch-art Processing sketches.

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Sample of Sound-Reactive Particle Field (Synthetic Audio)

Sound-Reactive Particle Field (Synthetic Audio)

toxi_openframeworks · SoundReactiveField

Particles advected by a force field whose horizontal component is driven by a synthetic audio signal: a chain of N sinusoids at different frequencies/amplitudes (the 'audio'), with the audio's instantaneous value plus its time derivative ('beat onset') driving the field.

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Sample of Verlet Particle-Spring Network

Verlet Particle-Spring Network

toxi_openframeworks · ParticleSpring2D

A Verlet-integrated particle network connected to its k-nearest neighbours by Hooke's-law springs.

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Sample of Voronoi Tessellation with Lloyd Relaxation

Voronoi Tessellation with Lloyd Relaxation

toxi_openframeworks · VoronoiRelaxation

Lloyd's algorithm applied to a jittered point cloud: each seed is replaced with the centroid of its Voronoi cell, repeatedly, producing ever-more-uniform polygonal cells.

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Sample of Additive Waves — 3D Terrain

Additive Waves — 3D Terrain

toxi_toxiclibs · AdditiveWaves3D

A 2D height-field terrain driven by the sum of multiple wave generators (sine, FBM noise, sawtooth, constant offset) defined in Karsten Schmidt's toxiclibscore wave module.

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Sample of Super-Ellipsoid Mesh

Super-Ellipsoid Mesh

toxi_toxiclibs · SuperEllipsoid

A super-ellipsoid is a 3D primitive that smoothly interpolates between a sphere, a box, and a pinched pillow via two shape parameters e1 (longitude exponent) and e2 (latitude exponent).

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Sample of Verlet Physics 3D — Mass-Spring Cloth

Verlet Physics 3D — Mass-Spring Cloth

toxi_toxiclibs · VerletPhysics3D

A 3D mass-spring system integrated with Verlet position-based dynamics and Jakobsen-style constraint relaxation.

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Sample of Winged-Edge Mesh

Winged-Edge Mesh

toxi_toxiclibs · WingedEdgeMesh

A half-edge / winged-edge data structure for triangle meshes, designed for sub-million-triangle scenes where simple flat vertex/index arrays become cumbersome.

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