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The Base Layer Babylon

SidGabriel — Tue, 05/03/2011 - 02:10

I decided that I should try to integrate some optical illusions into the LightNucleus. To see if I could offload some of the work from the GPU to the Reticular Activation System of a user. The simple things like spin and depth seemed like they should be able to be created without doing much calculation. After a dizzying 5 days working on them and after a compete revision of the graphics architecture in the LightNucleus, I think iI can safely call it a first rev and move on to some less visually intense programming. This is the biggest cosmetic revision since the SaltWater UI in December. The Lightnucleus now has a few original grids, filters and pixel blending functions. The new layer of UI/ functionality is called "Base Layer Babylon" for its representation of multiple visual languages. It's a good start at including the non-digital reality augmentation that has been at work for centuries in art. Real, old, living art. The base layer has grids inspired by THOTH, Graph Mutations evolved from Echer's transformation grids, special spatial relationships from DaVinci's codecies, horizon and line termination lattices inspired by Alex Grey and Salvador Dali, low computational overhead/high impact dynamic zoom and scan functions inspired by Saul Bass. What started out as a little experiment using a warped toroid grid as a background filter became an integration point for a diversity of modalities for representation of space and form in visual art. I couldn't be more happy with the outcome. Email with questions. Release date unknown, but I'm happy to present it and answer questions around its utility and set up demos for people to try.

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