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	<title>AntiVJ &#187; Simon Geilfus</title>
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		<title>Bacteria farming and Software design.</title>
		<link>https://blog.antivj.com/2013/bacteria-farming-and-software-design/</link>
		<comments>https://blog.antivj.com/2013/bacteria-farming-and-software-design/#comments</comments>
		<pubDate>Mon, 04 Mar 2013 22:37:36 +0000</pubDate>
		<dc:creator><![CDATA[Simon Geilfus]]></dc:creator>
				<category><![CDATA[Antivj]]></category>
		<category><![CDATA[Code]]></category>
		<category><![CDATA[Installations]]></category>
		<category><![CDATA[Mapping]]></category>
		<category><![CDATA[Cinder]]></category>
		<category><![CDATA[Creative Coding]]></category>
		<category><![CDATA[Paleodictyon]]></category>
		<category><![CDATA[Simon Geilfus]]></category>
		<category><![CDATA[software]]></category>

		<guid isPermaLink="false">http://blog.antivj.com/?p=1696</guid>
		<description><![CDATA[This is an article about my creative process behind Paelodictyon, a site...]]></description>
				<content:encoded><![CDATA[<p>This is an article about my creative process behind <a href="http://antivj.com/paleodictyon">Paelodictyon</a>, a site specific installation that I developed in collaboration with Yannick Jacquet and Thomas Vaquié. Since this was our first big project integrating <a href="http://libcinder.org/">Cinder</a> in production from the early stages, and because I used it to create most of the visual content, this post is going to have a big emphasis on creative coding and software development. I’ll try not to get too technical, but still, you’ve been warned, this is a geeky post!</p>
<p><span id="more-1696"></span></p>
<h4>Inspiration.</h4>
<p>After a few brainstorming sessions with the rest of the team, it appeared pretty quickly that we were going to work with themes inspired by the breathtaking differences in scale found in nature. When looking at the curves of the architecture, the idea of flow came immediately to mind and we started looking into the idea of the sea and the crazy organisms that populate it. I did some research on deep sea organisms and found a couple of articles about the <a href="http://en.wikipedia.org/wiki/Paleodictyon_nodosum">paleodictyon nodosum</a>, its incredible habitat and supposedly faculties for bacteria farming. Without getting too much into details here, the similarities that we found between these organisms and <a href="http://www.shigerubanarchitects.com/SBA_WORKS/SBA_OTHERS/SBA_OTHERS_30/SBA_others_30.html">Shigeru Ban&#8217;s architecture</a> seemed to be too much of a coincidence not to be looked at.</p>
<p><a href="http://www.flickr.com/photos/thejcb/4117622995/" rel="attachment wp-att-1777"><img class="alignnone size-full wp-image-1777" alt="SchwannCell" src="http://blog.antivj.com/wp-content/uploads/2013/03/SchwannCell.jpg" width="662" height="381" /></a></p>
<p>Our storyboard gave me some pretty clear leads on how to build the the software upon. I had to come up with visual and technical solutions to make our ideas possible. Ideas like this concept of multiple individuals creating, on a higher scale, a big complex organism or this idea of “skin” being a structure constantly rearranging itself in reaction to different stimuli, and so forth… From that point it was kind of easy to see that I was going to play around with agents, particles and group behaviour. But since we’d all been experimenting a lot with these themes in the last decade I really wanted to try to push this further. I had to find a way to make it more interesting for me and not just to create an nth <a href="http://www.red3d.com/cwr/">Craig Reynolds</a>’s <i>Steering behaviors</i> implementation.</p>
<h4>From storyboard to software.</h4>
<p>Instead of hard-coding a particle system as I usually would, I decided that it was time to have a more modular approach to designing particle animation, and invested quite some time trying to find the right solution in terms of usability and creative possibilities. I might have been wrong but it was pretty clear to me at the time that in order to achieve this i would need a good user interface.</p>
<p><a href="http://blog.antivj.com/wp-content/uploads/2013/03/FromStoryboardToSoftware.png" rel="attachment wp-att-1705"><img class="alignnone size-large wp-image-1705" alt="FromStoryboardToSoftware" src="http://blog.antivj.com/wp-content/uploads/2013/03/FromStoryboardToSoftware-662x401.png" width="662" height="401" /></a></p>
<p>I quickly implemented a typical scene explorer, similar to the ones you find in most graphic softwares, and came up with some easy-to-use code to create new objects that could be added to a scene. Having the hierarchies that a <a href="http://en.wikipedia.org/wiki/Scene_graph">scene graph</a> can offer allowed me to design a number of objects and re-arrange at will how those objects could influence each other. I quickly decided to limit myself to a small number of object types per scene. Particle groups, particle behaviour and effectors felt like a good starting points to build what I wanted. It kind of summarized quite well those ideas of internal/external world and stimuli that we had in our storyboard.</p>
<p><a href="http://blog.antivj.com/wp-content/uploads/2013/03/Screen-Shot-2012-09-14-at-00.00.05.png" rel="attachment wp-att-1784"><img class="alignnone size-large wp-image-1784" alt="Screen Shot 2012-09-14 at 00.00.05" src="http://blog.antivj.com/wp-content/uploads/2013/03/Screen-Shot-2012-09-14-at-00.00.05-662x343.png" width="662" height="343" /></a></p>
<h4>Complexification.</h4>
<p>When it comes to programming physical processes, I’ve always been fascinated by how combining different layers of complexity can be so powerful. Each layer bringing its new set of rules and surprises. Combining can sometimes result in something <i>greater than the sum of their parts</i>, and that is where interesting and unexpected things can happen.</p>
<p><a href="http://blog.antivj.com/wp-content/uploads/2013/03/Complexification0.png" rel="attachment wp-att-1732"><img class="alignnone size-large wp-image-1732" alt="Complexification0" src="http://blog.antivj.com/wp-content/uploads/2013/03/Complexification0-662x145.png" width="662" height="145" /></a></p>
<p>Usually the first layer that I play with gives each particle different properties, sizes, masses or shapes. “Press play” and see what happens, what kind of interesting patterns or animations emerge when exploring with those different parameters. Sometimes it does really feel like putting your finger into a Petri dish just to see what might happen.</p>
<p><a href="http://blog.antivj.com/wp-content/uploads/2013/03/Complexification1.png" rel="attachment wp-att-1698"><img class="alignnone size-large wp-image-1698" alt="Complexification1" src="http://blog.antivj.com/wp-content/uploads/2013/03/Complexification1-662x145.png" width="662" height="145" /></a></p>
<p>Another layer that I wanted to add was the ability to create separated group of particles and apply behaviours or constraints to a group rather than to every single individual. This layer may seem quite simple or obvious at first, but it allowed for some really nice things to happen, and helped a lot to create complex interactions between particles. Make a small group act like a flock of fish and another one more as a fluid and you already have some nice interactions.</p>
<p><a href="http://blog.antivj.com/wp-content/uploads/2013/03/Complexification2.png" rel="attachment wp-att-1700"><img class="alignnone size-large wp-image-1700" alt="Complexification2" src="http://blog.antivj.com/wp-content/uploads/2013/03/Complexification2-662x147.png" width="662" height="147" /></a></p>
<p>That is where the design that I chose (keeping particle properties, behaviours and constraints as separated concepts) came really handy. Playing with particles and giving them different properties, sizes and shapes is always interesting, but the fun really starts when you can mix different groups of behaviours together.</p>
<h4>Timeline animation.</h4>
<p>Why bother with coded animation when you can do it with a timeline? This might seems trivial but the level of complexity increased quite drastically when I added a time dimension to those two layers.</p>
<p><a href="http://blog.antivj.com/wp-content/uploads/2013/03/Screen-Shot-2012-10-22-at-13.11.041.png" rel="attachment wp-att-1727"><img class="alignnone size-large wp-image-1727" alt="Screen Shot 2012-10-22 at 13.11.04" src="http://blog.antivj.com/wp-content/uploads/2013/03/Screen-Shot-2012-10-22-at-13.11.041.png" width="662" height="372" /></a></p>
<p>I knew that injecting any animated data into a physical simulation can often lead to surprising results but still I was really amazed to see how changing those behaviours over time would create such unexpected reactions. Anyone who has played with <a href="http://www.red3d.com/cwr/steer/">Craig Reynolds’s <i>Steering behaviors</i></a> knows how a small set of rules can create such compelling animations, even if none of the rules parameters are animated. Well if you are that kind of person, then you can probably imagine how animating those parameters can create such surprisingly organic and complex animations. This system helped me to create the different reactions that we wanted for our living organism, like skin contraction and dilatation, structure’s construction, re-organisation and deconstruction, and other organic animations. This was already a big part of our idea of an organism reacting to external stimuli. Here are a couple of examples of that “ever-changing state” structure:</p>
<p><a href="http://blog.antivj.com/wp-content/uploads/2013/03/structures1.jpg" rel="attachment wp-att-1750"><img class="alignnone size-large wp-image-1750" alt="structures" src="http://blog.antivj.com/wp-content/uploads/2013/03/structures1-662x275.jpg" width="662" height="275" /></a></p>
<h4>Node Graph and sound design.</h4>
<p>There was quite a lot of ping-pong between our composer, Thomas Vaquié and myself. More than ever, the music that he wrote influenced our approach to visual production. More than just a highly collaborative way of working together , we wanted to give the music a real literal role in the piece, making it one of the actual inputs in our (eco)system, like the very stimuli I was talking about previously. The music became quickly the main antagonist in our story, attracting/repelling those organisms, controlling their every move. It also helped a lot to structure our narrative around the birth, life and death of this weird organism, and even led up to an interesting new aspect, that of the balance between two other worlds, light and darkness.</p>
<p><a href="http://blog.antivj.com/wp-content/uploads/2013/03/ThomasSession.jpg" rel="attachment wp-att-1787"><img class="alignnone size-large wp-image-1787" alt="ThomasSession" src="http://blog.antivj.com/wp-content/uploads/2013/03/ThomasSession-662x372.jpg" width="662" height="372" /></a></p>
<p>This is one of the reasons why we needed that strong symbiosis between music and visuals. The last few years I’ve been experimenting a lot with audio and particles systems as part of my ongoing <a href="http://antivj.com/murcof/">collaboration</a> with Murcof and I really wanted to try something new in terms of creation and experimentation possibilities. This is where a <a href="http://en.wikipedia.org/wiki/Node_graph_architecture">node graph</a> came really handy, allowing me to visually route any part of the audio to any part of the visual/physical system. When you are used to re-design the code every time you want the music to influence a part of the animation, well, a user interface like this one is definitely a huge time saver and gives much more space for experimentation.</p>
<p><a href="http://blog.antivj.com/wp-content/uploads/2013/03/Screen-Shot-2013-03-01-at-16.29.35.png" rel="attachment wp-att-1724"><img class="alignnone size-large wp-image-1724" alt="Screen Shot 2013-03-01 at 16.29.35" src="http://blog.antivj.com/wp-content/uploads/2013/03/Screen-Shot-2013-03-01-at-16.29.35-662x270.png" width="662" height="270" /></a></p>
<h4>Stimuli and working with motion designers.</h4>
<p>From the start, it was pretty clear that Yannick was going to focus on the more graphical and geometric parts of the piece, and that I would be taking care of the procedural and organic parts. Instead of giving a 4 week old software full of bugs to Yannick, I decided to put my efforts on building bridges between my software and the ones that Yannick would be using. In order to develop fully our story it was really important for us to make those two worlds meet, fight and live together, not only in terms of collaboration and compositing techniques but also conceptually.</p>
<p><a href="http://blog.antivj.com/wp-content/uploads/2013/03/ANTIVJ_CPM_3685.jpg"><img class="alignnone size-large wp-image-1791" alt="ANTIVJ_CPM_3685" src="http://blog.antivj.com/wp-content/uploads/2013/03/ANTIVJ_CPM_3685-662x441.jpg" width="662" height="441" /></a></p>
<p>I decided to look into computer vision to find simple ways to work with Yannick’s footage rather than the other way around. I built an OpenCV module that was taking care of analysing Yannick’s videos and extracting interesting data that I could use for my animations. This idea gave birth to a nice list of new effects, some of them would extract the polygons out of videos to create collisions, some other would use grayscale gradients to influence the strength of another effect, etc&#8230;</p>
<p><a href="http://blog.antivj.com/wp-content/uploads/2013/03/webgl.jpg"><img class="alignnone size-full wp-image-1759" alt="webgl" src="http://blog.antivj.com/wp-content/uploads/2013/03/webgl.jpg" width="662" height="260" /></a></p>
<p>It ended up being a really powerful tool, allowing me to use those graphical animation to physically collide with particles, scaring them off or attracting them. And after a few tweaks to the computer vision engine the result was quite convincing. I could just click one button, import new videos, assign them to different effects <b>and, voila, please meet interactive physical compositing</b>!</p>
<p>This module was the last piece I added to the software. Because time is often the main constraint for that kind of project, especially when you are the lead and only developer, there&#8217;s always a moment when you have to stop building new toys and start playing with the one you already have!</p>
<p><iframe src="http://player.vimeo.com/video/60116768?badge=0" height="372" width="662" frameborder="0"></iframe></p>
<p>Artistic direction by <b>Simon Geilfus, Yannick Jacquet, Thomas Vaquié</b><br />
Producer <b>Nicolas Boritch</b><br />
Visual content by <b>Simon Geilfus, Yannick Jacquet, Romain Tardy</b><br />
Music composed by <b>Thomas Vaquié</b></p>
<p>Header photohraph by <a href="http://jamesmedcraft.com/">James Medcraft</a>.</p>
<p>You can find more information and pictures about the project <a href="http://antivj.com/paleodictyon/">here</a>.</p>
<p>The software that I built for this project was made possible thanks to the huge efforts and energy of Andrew Bell, the Barbarians and the amazing <b><a href="http://libcinder.org/">Cinder</a></b> community. A big thanks to the whole team for creating such a powerful framework! <b>Cinder rules!</b></p>
<p>I used <b><a href="https://github.com/garrynewman/GWEN">Gwen GUI</a></b> to build the user interface, Gwen is a small library written by Garry Newman, and it is definitely worth having a look at it! I started playing with this library several months before this project and had to hack it quite a lot to make the timeline and nodegraph widgets possible, but it is without any doubt a really nice piece of code!</p>
<p><i>Post written by Simon Geilfus</i></p>
]]></content:encoded>
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		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Blog update</title>
		<link>https://blog.antivj.com/2011/blog-update/</link>
		<comments>https://blog.antivj.com/2011/blog-update/#comments</comments>
		<pubDate>Tue, 06 Dec 2011 15:51:11 +0000</pubDate>
		<dc:creator><![CDATA[Joanie Lemercier]]></dc:creator>
				<category><![CDATA[blog]]></category>
		<category><![CDATA[Antivj]]></category>
		<category><![CDATA[Joanie Lemercier]]></category>
		<category><![CDATA[Olivier Ratsi]]></category>
		<category><![CDATA[Romain Tardy]]></category>
		<category><![CDATA[Simon Geilfus]]></category>
		<category><![CDATA[Thomas Vaquié]]></category>
		<category><![CDATA[Yannick Jacquet]]></category>

		<guid isPermaLink="false">http://blog.antivj.com/?p=741</guid>
		<description><![CDATA[Almost 6 years since I started this blog. It was back in...]]></description>
				<content:encoded><![CDATA[<p><strong>Almost 6 years</strong> since I started this blog.<br />
It was back in March 2006, pretty much when I moved to the UK and started doing visuals (at the time in a very &#8220;classic VJing&#8221; manner), and this was  a kind of diary where I would describe my first VJ sets and relate VJing news in the Bristolian club scene.<br />
We then started the Cuisine nights, a monthly audiovisual event we put on with <span id="more-741"></span>Nicolas Boritch and a few friends, and I was curator for the visual lineups, working on the epic photo shoots for the flyers (below) and organizing the VJ School, a monthly workshop with guest visual artists, such as <a href="http://blog.antivj.com/2007/cuisine-11-sigma6/" target="_blank">Sigma6</a>, <a href="http://blog.antivj.com/2007/vj-school-part2-sanch/" target="_blank">Sanch</a>, <a href="http://blog.antivj.com/2006/vj-school-pikilipita/" target="_blank">Pikilipita</a>, <a href="http://blog.antivj.com/2006/cuisine-3-report/" target="_blank">StudioVJ</a>, <a href="http://blog.antivj.com/2006/cuisine-2-video-report/" target="_blank">Legoman</a>. Good times..</p>
<p><a href="http://blog.antivj.com/wp-content/uploads/2011/12/cuisine.jpg"><img class="alignnone size-full wp-image-765" title="cuisine-crop" src="http://blog.antivj.com/wp-content/uploads/2011/12/cuisine-crop.jpg" alt="" width="662" height="185" /></a><a href="http://blog.antivj.com/wp-content/uploads/2011/12/cuisine.jpg"><br />
</a>The surgeon: Nicolas Boritch, now producer at AntiVJ, the bathrobe guy: <a href="http://vimeo.com/jeromemonnot" target="_blank">Jérome Monnot</a>, made many of our video reports, Lady pouring milk: Yolanda, singer for Massive attack, and myself as a red faced Santa.</p>
<p>At that time I was experimenting with <a href="http://blog.antivj.com/2007/wiimote-to-midi-video/" target="_blank">wiimote hacking</a>, projection mapping (my first tests were on <a href="http://blog.antivj.com/2006/projections-rythmiques/" target="_blank">the neighbour&#8217;s house</a>), I was also travelling a lot to VJing events around Europe such as <a href="http://blog.antivj.com/2007/mapping-festival/" target="_blank">the mapping festival</a> (Geneva), and discovered inspiring art installations. I remember being blown away after seeing <a href="http://blog.antivj.com/2008/3destruct/" target="_blank">3Destruct</a> for the first time in 2007, and the discovery of this project triggered the idea of starting a label, dedicated to visual art.</p>
<p><strong>2008 AntiVJ</strong><br />
In early 2008, with Yannick Jacquet, Olivier Ratsi and Romain Tardy, we decided to work more together, and then <a href="http://blog.antivj.com/2008/antivj-is-a-visual-label/" target="_blank">officially started AntiVJ</a>, a structure to develop, produce and promote visual arts, and a focus on the use of light in 3D space (as opposed to a projection on a flat screen).</p>
<p>Then Nicolas Boritch joined us as a producer, to &#8220;try and make things happen&#8221;, Thomas Vaquié started composing music more regularly for architectural mapping pieces and became a key artist for these projects, and others. Creative coder Simon Geilfus is the latest visual artist to join the label (<a href="http://antivj.com/murcof/" target="_blank">Murcof project</a>). His work on realtime tools is also changing the way we approach new pieces.</p>
<p><strong><a href="http://blog.antivj.com/wp-content/uploads/2011/12/antivj_flyers.jpg"><img class="alignnone size-large wp-image-764" title="antivj_flyers" src="http://blog.antivj.com/wp-content/uploads/2011/12/antivj_flyers-662x190.jpg" alt="" width="662" height="190" /></a></strong></p>
<p><strong>NEW BLOG</strong><br />
So long story short, this blog, which started as a personal diary about VJing projects, doesn&#8217;t really make sense in its current format anymore, and this is now the time to open it up to the other members of the label, and to turn it into a shared space.</p>
<p><strong>So from now on, the articles will be signed by their author, and we&#8217;re all looking forward to use this space to share ideas, event reports, upcoming projects, and generally to reflect a bit more the activity of the artists on the label.</strong></p>
<p>You can expect posts from AntiVJ members:<strong><br />
- Simon Geilfus<br />
- Yannick Jacquet<br />
- Joanie Lemercier (myself)<br />
- Olivier Ratsi<br />
- Romain Tardy</strong><strong><br />
- Nicolas Boritch (producer)<br />
- Thomas Vaquié (music producer)</strong></p>
<p>We&#8217;re also hoping to freshen things up in the new year (communication, website, reports) so watch this space.</p>
<p>Joanie.</p>
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		<item>
		<title>Principles of geometry + AntiVJ: a stereoscopic show</title>
		<link>https://blog.antivj.com/2009/principles-of-geometry-antivj-a-stereoscopic-show/</link>
		<comments>https://blog.antivj.com/2009/principles-of-geometry-antivj-a-stereoscopic-show/#comments</comments>
		<pubDate>Fri, 09 Oct 2009 16:41:39 +0000</pubDate>
		<dc:creator><![CDATA[Joanie Lemercier]]></dc:creator>
				<category><![CDATA[Experiment]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[VJing]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[Antivj]]></category>
		<category><![CDATA[glasses]]></category>
		<category><![CDATA[Imax]]></category>
		<category><![CDATA[Joanie Lemercier]]></category>
		<category><![CDATA[polarized]]></category>
		<category><![CDATA[polarizing]]></category>
		<category><![CDATA[Principles of geometry]]></category>
		<category><![CDATA[projection]]></category>
		<category><![CDATA[Simon Geilfus]]></category>
		<category><![CDATA[stereoscopic]]></category>
		<category><![CDATA[stereoscopy]]></category>

		<guid isPermaLink="false">http://blog.antivj.com/?p=338</guid>
		<description><![CDATA[AntiVJ has been working on a new format for French retro-futurist electronic...]]></description>
				<content:encoded><![CDATA[<p>AntiVJ has been working on a new format for French retro-futurist electronic producers Principles of Geometry. Using stereoscopy (technology used in IMAX cinemas to watch visuals with 3D glasses) they produced a 50min long real-time journey through space. An exciting experience and a real visual counterpart to the<span id="more-348"></span> band&#8217;s space/epic soundtrack.</p>
<p>Obviously you can&#8217;t see the 3D effect on a regular computer screen, but we&#8217;re touring with a special screen, so come and see the show to experience the Depth of 3D stereoscopic visuals.<!--more--></p>
<p>This is just a really short preview of the show, more will be coming soon&#8230;</p>
<p><object width="600" height="338" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=6919518&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=ffffff&amp;fullscreen=1" /><embed width="600" height="338" type="application/x-shockwave-flash" src="http://vimeo.com/moogaloop.swf?clip_id=6919518&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=ffffff&amp;fullscreen=1" allowfullscreen="true" allowscriptaccess="always" /></object></p>
<p>Music: <a href="http://www.myspace.com/principlesofgeometry" rel="nofollow" target="_blank">myspace.com/principlesofgeometry</a><br />
Visual production: Joanie Lemercier, <a href="http://kinesis.be/" target="_blank">Simon Geilfus</a>,  <a href="http://desaxismundi.blogspot.com/" target="_blank">Desaxismundi</a>.<br />
Produced with support from Arcadi.</p>
<p><strong>Upcoming shows:</strong><br />
- Nov 14th – Belo Horizonte &#8211; Brazil<br />
- Nov 17th – Rio de Janeiro &#8211; Brazil<br />
- Nov 19th – Sao Paulo &#8211; Brazil<br />
- April 2010 &#8211; Paris</p>
<p><a href="http://www.antivj.com/pog/" rel="nofollow" target="_blank">www.antivj.com/pog/</a></p>
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