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A Dream Within a Dream

In this project, I made three main scenes, seabed, mountains, and circle animations. This is based on openFrameworks and C++. It is a wonderful combination of circular shapes and mapping!

produced by: JINGYI CHEN

My shape is Perforated Wall, it is made of two layers of foam board and cut by lasing cutting and three panels connect with each other at an angle of 120 °. We used small foam board cubes to reinforce it between the two layers and hung it from a hook in the ceiling to make it in a better perspective. It has 9 circles, and the biggest ones are up to 30cm and other smaller ones are between 5-10cm. The most critical point for the creation of this shape is the relation between the circles and the rectangle, and the animations in the circles are most striking.

Concept and Background Research
The very first time I saw this shape, it revoked my imagination about the cavities under the sea. And in those cavities are many tiny marine creatures. So this is the first inspiration of the first scene. I used the function in OFofNoise () to create the light and shadow like sea waves and used the class in OF vec2f to create moving balls to imitate moving fishes. Finally, I created a very quiet and cosy scene, it reminds me of the feeling of standing under the water tank in an aquarium. The light and shadow are ripping, fishes are floating slowly and you can fall into a reverie at this moment.
The second scene is like through a hole to look at the mountains but the animation moves so fast you can't see the complete picture of the mountains. You can only see a part of the mountains in each circle. There is an idiom in China, by which depicts a scenario that people look through a pipe to look a leopard and only can see one speck of it, so they can't find it is a leopard. I want to show the feeling that when people can't see the complete feeling of the whole thing, but they always struggling to observe it with all attention on. That makes the audience nervous and the things behind the peepholes are more mysterious and difficult to ascertain. The mountains are drawn mainly by functions in OF likeofNoise ( ), sin (),
ofRandom ().
In the last scene, I want to project some fascinating geometrical animations, so in this scene, I used the circle animations. I think the moving way of spots is similar to the connecting way of the three panels, so it is cross the whole surface. And in the sunken circles I put shiny rotating squares and arcs, they change colours simultaneously. In a dim environment, the bright colours will be more attention-grabbing. In this scene, I mainly used OfTranslate ()
,OfMap (), OfRotateDeg ( ), sin (), Ofpath and all that jazz.

This projection-mapped work is based on Openframeworks, using C and Openframworks add-on ofxPimapper. I developed my work in a group of five. We came up with ideas about the primitive shape, modelled it on the computer and fixed it several times after the group discussions. And then we coded everyone's scenes individually. At the late phase of code we made the shape by the equipment in Hatchlab together, then assembled and projected scenes on it. It was a very tough experience, there were so many tricky problems beyond all expectations when we tried to coordinate all hardware, codes, space and accessories.


Further Development
Because these three scenes are in different style, so in the future, I think I can make them independent three series, like the first series is about nature and meditation, the second series is about peep and flash, and the third series is about geometry and vividness.

I browsed a lot of examples of generative graphics before I started, and considered many of them to develop ideas to fit the circular shapes. However, I found I was unfamiliar with some very important knowledge, like class, array, vec2f in C++, as well as many tricks to achieve some moving effects. So there were many times I failed to borrow codes from other artists. But through this work, I also learned the progress of making a projection-mapped art piece and worked together with others, as well as what I should consolidate in Openframeworks.

Source code:


noisePixels: Classwork developed during the course "Creative Coding", dictated by Theo Papatheodorou at Goldsmiths 2019.
manyballs: Classwork developed during the course "Creative Coding", dictated by Theo Papatheodorou at Goldsmiths 2019.
Blue Mountains by Bárbara Almeida
Geometric Animations / 161016 by Saskia Freeke
SimpleSine: Classwork developed during the course "Creative Coding", dictated by Theo Papatheodorou at Goldsmiths 2019.
Pulsating Arcs: Classwork developed during the course "Creative Coding", dictated by Theo Papatheodorou at Goldsmiths 2019.
Soundtrack: Fairy Wings by Kevin Kern  Copyright: Kobalt (AWAL Digital Limited)