TOLAS: Terrain of Light and Sound
Department of Art and Architecture, Lehigh University
anna.chupa@lehigh.edu
GeoResources Institute, Mississippi State University
chupa@gri.msstate.edu
Abstract
We have previously
explored generative techniques in pattern application in a planar tiling, and
alluded to future work involving exploration of the Platonic clumsy butcher (Phaedrus 265 d,e) In the present work, a
taxonomy describing texture source imagery is employed in a generative process
to synthesize new textures based upon a library of preselected sources.
The setting of TOLAS: Terrain of Light and Sound is one in which generative and
stochastic processes govern the presentation of potential choices to an artist.
In the absence of any choice, this presentation unwinds in a tapestry-like
animation. However, once the artist makes a selection, there is at once a
collapse of the multiplicity of possible futures and a penetration into
possibilities ignored or avoided in previous choices. The random processes
guiding the temporal evolution continue to act even in the presence of
conscious choice, insuring that there will be sufficient variety available to
the artist.
To provide a sense of artistic immersion in TOLAS’ textured terrain, the animation engine maps texture imagery onto a logical grid created by selecting a mesh from two of the N dimensions available as texture descriptions. Navigation along this reduced dimension mesh then takes place automatically when the artist makes selections; some of these selections will transform the camera path to another pair of dimensions. To avoid a tedious march of textures along a flat surface, stochastic processes govern animation of mesh control points. The animation engine is also coupled with TOLAS’ audio generation engine, which provides loose synchronization between the sound and visual design elements in the animation view. Changes in the virtual ensemble of the audio engine track the navigation paths induced by the artist’s choices.
1. Introduction
We have previously
explored generative techniques[1] in pattern application in a planar tiling,
and alluded to future work involving exploration of the Platonic clumsy butcher
(Phaedrus 265 d,e) In the present
work, a taxonomy describing texture source imagery is employed to generate new
materials for evolutionary texture generation. We amplify this taxonomy in our
current work with a temporally based system that presents a tapestry of
potential forms to an artist, who then makes serendipitous or fateful choices.
Limitations of efficacy of arbitrary taxonomic descriptors is offset by the
intelligent selector’s aesthetic choices, which are informed by that selector’s
personal history and unconscious participation in the multiplicity of possible
paths. As Socrates explains in the Phaedrus,
“perfection [is] … partly given by nature, but may also be assisted by art.”[2]
This work presents an exploration of the innate tension between an autonomous generative process responsible for synthesis of instances and an observer who judges the aesthetic qualities of these novel instances. Since an artist typically has a role in both the generative process definition and in evaluating the output against some measure of aesthetic fitness, the tension alluded to above results from the feedback loop created by the artistic process. The generative process employed here is analogous to the intuitive enumeration of possibilities and selection of a particular course in executing a creative process.
2. Surface Textures and Texture Synthesis
We choose to explore the domain of two-dimensional texture maps in TOLAS. The choice of a texture map size is conditioned by several constraints: available graphics memory, frame rate requirements for interactive display, texture dimension limitations[3], and retention of sufficient surface detail to satisfy aesthetic prerogatives. A standard map of n by n pixels for our texture source material yields a universe of possible textures of cardinality U, with
(1)
where c is the number of channels in the color
model employed, and b is the number
of bits / channel. For our nominal standard size of 256 x 256 pixels in RGB
with 8 bits per pixel, our universe of possible textures numbers about 1.6
million possible textures. A brute-force
method for generating a new texture given two such textures as sources
would involve exploration of a Cartesian product space with more than 1012
elements. This purely reductionistic measure of our sample space is
unmanageably large and fails to capture any semantic content of our texture
images. Thus, we need to find effective methods for reducing the dimensionality
of our texture descriptions while incorporating meaningful semantic content
descriptors for later use in a generative process for texture synthesis.
Selecting
tiles from file directories for bodies of work produced over a 10-year period
established enough diversity in image content, formal considerations (e.g., color harmonies, symmetry types),
and work method to assist in the development of a taxonomy sufficiently broad
to test TOLAS against an idiosyncratic and largely intuitive method of
constructing images.
With
few exceptions, all texture tiles were derived from photographs. Although the
identity of the photograph is often obscured by the subsequent abstraction that
occurs from selecting and cropping photographic details, that identity is still
critical to the construction of the content taxonomy. To simulate the intuitive
process that occurs at the beginning of image development, a string of keyword
associations was created, one of which identifies the photographic source. This
list includes identification of figurative elements (e.g., goose, rocking horse, lemon) and their synectic analogies.[4,5]
For example, {Rocking horse, children}
is a more immediate and general association accessible to an audience; whereas
{Rocking horse, Westbury, antique,
sister, nightmare, protection} is an more idiosyncratic associative list
that has personal significance as choices are made in using that rocking horse
in combination with other images. This example reveals that a rocking horse or
other toy is not an emotionally neutral object. Hence the content taxonomy is
at once a literal listing of objects and the dates and places where they were
photographed, and a memory trigger, together with emotional, social, political,
philosophical and spiritual associations.
If
abutting edges of two textures appear to seamlessly flow from one tile to
another, the progression of pattern can meander through preconceived paths (see
Figure 1). If a tile pair has not been composited for seamlessness, then clear
boundary lines will be visible (see Figure 2). At this juncture, TOLAS can
proceed in three possible ways: it can perform procedures to eliminate obvious
seams (the easiest, albeit least aesthetically pleasing method would be to blur
the edges), it can superimpose a border tile on top of visible seams (see
Figure 3), or it can accept the seams and use predictable patterns (e.g., a
checkerboard) to make it seem as if the abrupt change from one tile to the next
is intentional simply because that change is repeated in a regular predictable
pattern.
Figure 9. Seamless texture progression (L to R).
Figure 10. Visible texture seam.
Figure 11. Border pattern covers seams.
Table 1 below outlines selected texture metadata that is
stored, along with the texture source material, in a database for use in the
generative process.
Table 1. Example Texture Metadata
metadata label |
data type |
description |
color1, color2, color3 |
RGB |
principal, subsidiary colors |
symmetry |
Boolean tuple |
axial and rotational symmetry flags |
is_seamless_with |
Boolean tuple |
edges blend with other source tiles |
is_figurative |
Boolean |
image content flag |
mean_luminance |
integer |
average value over 2D image |
keywords |
string |
semantic tags |
While these
selected variables provide a vast simplification in the dimensionality of our
problem space, they do little to preserve the semantic content of texture
images. To this end, we also store alpha channel image masks that can be
applied in collage fashion to hide seams. Aleatoric selection here introduces a
new layer of content to the already polyvalent semantic content. Similarly, the
aforementioned border patterns which serve the same seam–hiding function as the
image maps present recombinations of image content as well as architectural
ornament. The latter make reference to the anthropomorphic valences of meaning
George Hershey applies to his analysis of classical architecture where dentils,
triglyphs and corbels trope teeth, thighs and ears.[6]
3. Animation
The initial scene
in TOLAS is that of a single random seed texture applied to one mesh element,
chosen from the library of predefined textures. After this initial display, a
series of imaging transformations is performed on the seed texture; these
transformed copies of the image are mapped onto adjacent mesh elements to form
a 2 x 2 grouping, and then a 4 x 4 grouping. New textures then appear, and the
generative routine is started; as tiles are created, they cycle into the
background, and displace the already-generated portions. At any time, the user
can navigate elsewhere within a large virtual space; new generative pipelines
are started for display into the new viewing frustum. However, the generative
process is still enabled for the other portions of the scene viewed earlier,
and the user can navigate back to that region at any time.
Much of the metadata associated with textures is not used by TOLAS in texture synthesis. During the main generative loop, a suitable mapping from variables currently unused is enabled, and this mapping output is used to drive a mesh distortion routine localized in the current viewing frustum. This routine modifies the position of control points on the mesh. This output is also fed to the audio engine (described below).
4. Generative Audio Accompaniment
To determine an
appropriate mapping of the texture generation process into the audio domain, we
note that TOLAS’ texture synthesis takes as inputs two (potentially dissimilar)
texture sources, yielding a novel result. This was reminiscent of an
compositional technique called hocketing,
where two voices alternate notes in rapid succession.[7] Hocketing is commonly
used in the Ugandan amadinda (pentatonic-tuned xylophone) tradition[8] to
subdivide an overall melodic line between multiple players. An actual wooden
amadinda had been constructed for an earlier live performance, and we digitized
samples of the instrument’s keys being struck. As noted earlier, only a few
variables are typically used as arguments to the texture generation function.
The audio track provides an opportunity to map several other variables into a
virtual amadinda performance ensemble coded as a Csound[9] orchestra, with
real-time score events dispatched to the Csound renderer via inter-process
communication with the animation application. The Csound orchestra also
includes sampled speech fragments for use as an audio analogue to the various
edge-blending techniques employed in the visual channel; these fragments also
are loosely coupled to selected keywords in the texture metadata. To further
bind the visual and audio events in TOLAS’ animation sequence, events driving
the mesh displacement mapping are redundantly mapped into melodic and dynamic
qualities in the Csound amadinda ensemble.
References
1. Anna M. Chupa and Michael A. Chupa,
“Generative Texture Maps for Computer Animation,” Proc. Generative Art ‘99.
2. Plato’s
Phaedrus. translated with Introduction and commentary by R.
Hackworth. New York: The Bobbs Merrill Company, Inc. a subsidiary of Howard W.
Sams & Co., Inc. 1952.
3. OpenGL Architecture Review Board, Mason Woo,
Jackie Neider, Tom Davis, and Dave Shreiner, OpenGL Programming Guide, 3rd
edition. Reading, MA: Addison-Wesley, 1999 p. 363.
4. Nicholas Roukes. Art Synectics: Stimulating Creativity in Art. Worcester MA: Davis
Publications, Inc. 1984.
5. Nicholas Roukes. Design Synectics: Stimulating Creativity in Design. Worcester MA:
Davis Publications, Inc. 1988.
6. George Hershey, The Lost Meaning of Classical Architecture. Cambridge, MA: MIT
Press, 1989. pp. 31, 38, 40.
7. Ned Sublette, Cuba and Its Music: From the First Drums to the Mambo. Chicago, IL:
Chicago Review Press, 2004. p. 49.
8. Gerhard Kubik, A Theory of African Music, vol. 1. Wilhelmshaven, Germany: Florian
Noetzel Verlag, 1994. pp. 47–85.
9. Richard Boulanger, ed. The Csound Book. Cambridge, MA: MIT Press, 2000.