?_Wÿÿÿÿo6G>l!ÿ 2Organic Art Help+Created with EasyHelp/Web +44(0)973 209667BrowseButtons()ZmainmainOrganic Art Help.5š‘ÿÿÀZsecondaryauxSecond Help WindowZa¦ÿÿöÿÿ  /&;)z4ÿÿ ‹ ÿÿÿÿ|CONTEXT@.|CTXOMAP±!|FONT !|KWBTREEâ!|KWDATA¼!|KWMAPÑ!|SYSTEM|TOPIC†|TTLBTREE&ƒzÿÿÿÿ T#ÿÿÿÿ`1˜ÿÿÿÿD`¦ Organic Art, Microsoft Edition HelpF! ¦% €B€˜˜€‚ÿOrganic Art, Microsoft Editiong#` D V€G€˜€‚ãì„„€‰‚€‚ãFµv€‰‚€‚‚‚‚ÿThe History of Organic ArtTechnical BackgrounderOrganic Art, Microsoft Edition was produced on location at Computer Artworks Ltd., London, UK. For more information on the full version of Organic Art including the design-your-own application, see http://www.artworks.co.uk.M¦Z1Ž €Z  @The History of "Organic Art"F  ' €>€˜˜‚ª€‚ÿThe History of "Organic Art"…RZ%3 4€¥ €˜‚ª€‚€‚‚€€‚ÿComputer Artworks Ltd grew out of the development of Latham's Organic Art style, and became a fusion of computer art and science, creating innovative technology and unique imagery in a wide range of media. Applications of the art and technology have included cinema and video CG animation work, graphic design, album covers, music videos, fabric design, and even inflatable pink pumpkins.William Latham was born in 1961 and was a student at Oxford University and at the Royal College of Art, before becoming a research fellow at the IBM UK Scientific Centre. Between 1987-1994, Latham established his characteristic artistic style, and began working with mathematician Stephen Todd. This ground-breaking work lead to Todd developing the "FormGrow" geometry system, which was designed to create the weird organic forms the artist envisaged. The fruits of this graphic and animation work is known throughout the world, and has been featured in numerous newspapers and magazines (including Wired, Mondo 2000, New Scientist, Scientific American, The Independent, Ashahi Shimbum, Financial Times), and TV programs (Beyond 2000, Tomorrow's World, Horizon), in addition to citations in many computer graphics textbooks. Latham's organic imagery has been exhibited in the UK, Japan, Germany, Australia, Spain, France and Hong Kong to much critical acclaim.‹] ° . *€»€˜‚ª€‚€€‚ÿMark Atkinson has been designing and writing software for 17 years, starting out in 6502 machine code at the age of 11. He co-wrote home computer games during the early 80's, going on to study Computer Science at Glasgow University at 16. After graduating with honours, he took his interest in the specialist fields of Artificial Intelligence, Genetic Algorithms and Artificial Life into industry, creating leading-edge software systems for a number of large international companies. Thereafter at Computer Artworks he designed and developed the software technology behind the Organic Art series.n%M / ,€Ý€˜‚ª€‚€€‚‚ÿChris Jones studied Civil Engineering at Dundee University where he was introduced to the use of computer graphics in scientific applications. Pursuing this interest, he went on to gain an MSc with distinction in 3D Computer Aided Graphical Technology Applications at Teesside University.In 1994, he worked in collaboration with Stephen Todd at the IBM UK Laboratories. He undertook the first rewrite of "FormGrow" in C++ and OpenGL. Chris is also an accomplished 3D designer and animator in Alias, SoftImage, Prisms and 3D Studio. He was responsible for many of the outstanding rendered images in Organic Art.)° v & €€˜‚ª€‚ÿ^.M Ô0 .€]€˜€€‚€‚€‚ÿJosh On was born in 1972. Raised in New Zealand and exported with a degree in Sociology in 1993, he has adapted well to modern life. Today he can be found preparing Computer Artworks' organic creations for the world of fashion.Karl Wickens graduated from Bournemouth University in 1996 with a Ba(Hons) in Computer Visualisation and Animation. During 1996 he created the computer animated shorts "Omnibionics" and "Indigo". He is a talented 3D animator, and is presently modeling artificial predators for Computer Artworks' new Artificial Life game.)v @& €€˜‚ª€‚ÿÔ @ GÔS@1é DÿÿÿÿS@‘@IKTechnical Backgrounder> @‘@% €2€˜˜€‚ÿTechnical BackgrounderØS@‘C( €±€˜‚ª€‚‚ÿOrganic Art is formed from a combination of disciplines, ranging from art through to assembly language. Each scene has at its heart a "Generator", which is a piece of C++ code built on top of the Organic Geometry system. A Generator is not a conventional image or animation, but an algorithm yielding a near-infinite space of possibilities. Each characteristic of the form has a gene-code associated with it, and by letting the entire set of genes auto-evolve, a unique animation is generated with every run. The underlying "FormGrow" algorithms seeks to capture elements from nature and mathematics so that a seemingly random evolutionary path generates forms which are somehow aesthetic and pleasing to the human eye. á‘@šG( €Ã€˜‚ª€‚‚ÿAfter this, the Designer application allows choices to be made about the backgrounds, the lighting, the basic shapes used, textures, speed of motion, special effects and so on, to create a complete scene design. The Generators can produce a remarkably wide range of scenes, so designs strongly reflect the taste of their creators; however, you are never working with a "blank page", but with a set of software technologies which bring a rich space to explore.Early versions could take up to 20 minutes to generate a single frame of animation, and use around 300MB of RAM in the process. Over the past 2 years, the system has been rewritten from the ground up and ported to the Microsoft RenderMorphics real-time renderers, first Reality Lab 2.0, and now Direct3D. This has allowed us to take the system from mainframes and high-end graphics workstations to everyday PC's, and as the 3D capabilities of the PC continue to grow, more and more complex scenes will be possible in real-time.B‘CÜI' €7€˜‚ª€‚ÿThe real-time 3D graphics don't use any "shortcuts" (apart from the pre-rendered backdrops) - all the animation is fully 6 degrees-of-freedom, light-sourced, Gouraud shaded and perspective-correct texture mapped (sometimes also with environment mapping or transparency). The typical resolution of 800x600x16 is 15 times greater than the 320x200x8 used in many 3D games, and each frame of animation is generated from the Organic Geometry system completely in real-time - nothing is pre-recorded, and no two sequences are ever the same.FšG"K( €=€˜‚ª€‚‚ÿFuture directions for Organic Art include implementing real-time 3D morphing, multi-processor support, MetaGenerators, procedural textures and backdrops, analysis and synching with CD audio (via neural-network algorithms), and whatever else become possible with available hardware.'ÜIIK$ €€˜€‚ÿ1"Kÿÿÿÿ1ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ¨ŸhSymbolTimes New RomanArial$    €D/&;)F24ÿÿŽÿÿÿÿOrganic Art, Microsoft Edition HelpTechnical BackgrounderThe History of "Organic Art"/&;)LzÿÿÿÿÿÿOrganic Art, Microsoft Edition HelpDThe History of "Organic Art"€Technical BackgrounderŠ/&;)L4ÿÿàÿÿÿÿì„„Dî 1hFµv€