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dtristram

24 karma · joined January 23, 2025

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dtristram··on Psychedelic Graphics 0: Introduction
Regarding the OP doc and UV coordinates. A major area of investigation for us back in the day was finding interesting ways to displace the uv texture coordinates for each corner of the rectangular mesh. We used per-vertex colors, these days one would use a fragment (pixel) shader like those in ShaderToy.

A very interesting process displaces the texture coordinates by advecting them along a flow field. Use any 2D vector field and apply displacement to each coordinate iteratively. Even inaccurate explicit methods give good results.

After the coordinates have been distorted to a far distance, the image becomes unrecognizable. A simple hack is to have a "restore" force applied to the coordinates, and they spring back to their original position, like flattening a piece of mirroring foil.

Just now I am using feedback along with these displacement effects. Very small displacements applied iteratively result in motion that looks quite a bit like fluid flow.

dtristram··on Psychedelic Graphics 0: Introduction
Hi, David Tristram here. founding member of Raster Masters, 1990's computer graphics performance ensemble. As @hopkins has mentioned, we used high end Silicon Graphics workstations to create synthetic imagery to accompany live music, including notably the Grateful Dead, Herbie Hancock, and Graham Nash.

After many iterations I'm currently working mainly in 2D video processing environments, Resolume Avenue and TouchDesigner. The links here are inspiring, thanks for posting.