Sketches and Workbench

  • 13.01.10 Quintessence Virtual Prototypes

    ERCO Quintessence

    During the course of 2009 i worked on the creation of virtual prototype photography/rendering for the new Erco Quintessence product line. The challenge was not only highest quality, but as well quantity: several hundred of distinct models had to be processed.

    The solution was based on a semi-automatic batch process controlled by Python and Maya. With the help of material mapping in

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  • 17.12.09 Bones Revisited


    Bones

    And the trees are growing and growing. Rendered with a small parametric program via RIB.

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  • 08.10.09 RenderMan Procedurals
    RiProcedural
    All objects have been procedurally created at rendertime.

    It has been out there since 1988, but, shame on me, i did not really look into the RenderMan Interface Specification (RISpec) until this year. And it looks like i missed something.

    There is a common misunderstanding that ‘RenderMan’ is the proprietary image generation software by Pixar,

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  • 07.10.09 ERCO Light Perspectives Book

    Now it is here – the new ERCO Book!

    We worked on the architectural lighting illustrations for the publication over the last year, and we are really happy to finally see it coming to the stores. The first concept meeting was almost exactly 2 years from now, but there had a lot of concept work to be done before actual production could start.

    As always, the timeline was shorter in the end than in the beginning, so

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  • 01.05.09 Birken – Animated Series

    Last year i started working on an side project called ‘Birken’. What is that?

    Birken is, to use a buzzword, a personal mashup of former projects, tests, snipplets, code, models, footage, objects, sculptures, atmospheres, stories and ideas, which never made it into daylight for the lack of resources and focus. Birken is something like a surreal testing site with a fair tick of humor, and, let me assure you, even if it does not may seems

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  • 12.03.09 Modding 101 – The Plant

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  • 04.02.09 Packing in JavaFX

    Here’s a tiny update on my programming steps – a brute force algorithm for circle packing done in JavaFX. I am aware there are much more sophisticated ways to pack circles, but this is more about playing with Java than about being elegant.

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  • 09.12.08 More Automata

    My Automata are now working in 3D as well. Nice!

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  • 23.11.08 Domo arigato, Mr. Automata

    A small step for human kind, but a big step for me: Today i wrote my first 2D Cellular Automata in Python and MacOS X Core Graphics. It works and even seems quite fast. Let’s see what the next pimped version will look like – i don’t know myself yet.

     

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  • 19.11.08 Python Graphics

    I am currently experimenting with generative graphics programming – not at last as a motivation to get into Python using Nodebox as an editor. Really fun, even if this is just a test doodle:

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