Home
About Us
Testimonials
Archive
Contact Us
Volunteering
News Programs Symposium Immanence in the Pixel Modulations Installations Schedule Registration

Speakers

Todd Barton -
Richard Brown -
Erik Davis -
Alan Dunning -
Ivar Hagendoorn -
Heath Hanlin -
Don Hill -
Amy Ione -
Stephen Morris -
Josef Penninger -
Susie Ramsay -
Mark Rudolph -
Diana Slattery -
Aephraim Steinberg -
Brett Terry -
Lisa Walker -
Andrea Wollensak -

Symposium

Mark Rudolph
Metaforms Methodology
Presented Saturday May 11th at 2 pm

One of the constraints on the flourishing of 3D content on the web and hence on interactive 3D productions is tediousness of modeling in 3D to produce sets and props. The need for skilled hand work on each individual piece using expensive tools drives up the cost of production and slows completion times. The situation resembles that of a Medieval guild in which expensive skilled artists labor extensively at one piece at a time.

Models and practices taken from biology change the situation dramatically. I call the application of biological methods to the generation of digital objects (in this case 3D but not restricted to 3D) the 'Metaforms' methodology (1996.) Rule-based software can be used to recursively 'grow' 3D objects automatically in large numbers. These rules are composed of two types of symbols - transform operators, and variables which are placeholders for later replacement with 3D component parts according to a prescribed mapping. The rules are applied recursively on the string of symbols describing structure of the object at that point in time. Thus the rule-based generative system describes the development of the object structure in four dimensions - not only in space but also in time.

The procedure occurs two stages. The first stage is an abstract description of the growing structure itself, the genotype in biological terms. At the end of some number of iterations the string is a complete abstract description of a 3D object. The second stage is to replace the abstract variables in the string with 3D components which then creates a particular intance of the genotype, i.e. a phenotype. By varying the mapping a very diverse set of phenotypes can be created from a single genotype. Similarly, by varying the rules or by using stochastic rules, a large set of genotypes can also be generated. Thus the methodology can grow huge combinatoric combinations of component-mapped phenotypes.

The final stage in the methodology is to use genetic algorithms to 'breed' promising individuals, or mutate genotypes to introduce further variations. In some cases a metric may be constructed to judge the 'fitness' of the individuls to pass on their genes to future generations. This enables a completely automated system for defining growing and breeding digital content, and in particular 3D content. In the case of aesthetic judgements the advancement decisions are probably best made by human discernment. However, even in this case the methodology is very fast and efficient and hence increases and speeds digital content production and lowers it's cost.

Mark Rudolph - Biography

Mark Rudolph is a Java designer and interactive 3D artist and directer. He worked at Silicon Graphics in California as a VRML director and Java designer, and at AT&T Bell Labs doing
Multimedia software research. In September he will become head of the Virtual Reality Center at the IT-C University in Copenhagen. He also has a Phd in Mathematics in Transfinite Set Theory.

Mark Rudolph PhD.
Lucid Actual
Montreal
mrudolph@total.net
http://www.lucidactual.com