Printed Work: Spiralling
Deep-rooted uncertainty about my identity as a functional society member has led me to question myself whether I am a graphic designer, a creative coder or a media artist. And for the time being, I confess I feel I have not properly achieved being any of the above. I believed that there could be an unique perspective among this confusion, and I was inclined to produce more outputs close to graphic design with code.
This work is based on one of those first attempts, where I tried more actively to understand the basic high-level concepts of ray marching and use it to draw an illustration of sorts with code. The ray marching algorithm was used in an OpenGL fragment shader with ModernGL, a Python library. The helix object is based on the functions and articles written by Inigo Quilez, as are many parts of the ray marching algorithm itself. In the work process, individual still images from a certain timeline were “printed” with code to guess the final video to be made.
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