Greg Santucci's honours project weblog

Weblog for the Automatic Art Generation project

Supervisors:

Alan Dorin (website)

Jon McCormack (website)

About the site:

This weblog is intended to preserve some of the references I accumulate and work I do as I work on this project.

This project is about automating the process of generating interesting images.

Sunday 14th November

Thesis is available for download here.

The source code for the drawing program is available for download here.

You need Qt to compile it. To compile it, run qmake to generate the Makefile, then run make.

Alternatively, I compiled a win32 version for your convenience available for download here.

Here are some images the program has produced:

A zipfile containing many more screenshots and images is available for download here.

 

Monday 18th October

Artificial life: interesting art, interesting creatures

Reading:

Explorations in Art and Technology”

"The Emerging Mind"

Professor Ramachandran's suggested 10 universal laws of art:

  1. Peak shift
  2. Grouping
  3. Contrast
  4. Isolation
  5. Perceptual problem solving
  6. Symmetry
  7. Abhorrence of coincidence/generic viewpoint
  8. Repetition, rhythm and orderliness
  9. Balance
  10. Metaphor
Peak shift
Caricature: Subtract the face from the "average face", then accentuate the differences.
Parvathi, Chola bronze statue: Artist visits "posture space": subtracts female posture from male posture in posture space, accentuates the difference
Red herring gull chicks respond to a "long thing with a red spot", because they have evolved to interpret such a symbol as mother. Using a long yellow stick with 3 stripes resulted in more pecking by the chicks than a real mother would have stimulated. The chicks brain goes "Wow - what a sexy beak!"
Ramachandran's "punch line" about art is that if red herring gulls had an art gallery, they would hang a long stick with 3 stripes on the wall, call it art, and pay millions for it, but not understand why. Thats all an art lover is doing when buying contemporart art: behaving exactly like those gull chicks.
"In other words, human artists through trial and error, through intuition, through genius, have discovered the figural primitives of our perceptual grammar. They are tapping into these and creating for the human brain the equivalent of the long stick with three stripes. And what emerges is a Henry Moore or a Picasso."

Grouping
Ramachandran claims we are attracted to objects exhibiting some uniformity or "grouping" because human vision evolved to discover objects and to defeat camouflage.
Searching for the solution must be pleasing, otherwise we would give up.

Isolation
Omitting irrelevant information so that you are saved a lot of trouble when viewing the image.

An Anthology of Aesthetic Theory”

Goodman proposes that art objects exhibit 3 symptoms:

  1. Repleteness: For art objects, more of their physical characteristics become relevant to note. For example, the quality of a line is not important to note for a diagram.

  2. Expression: Art objects express things that are not literally part of the work. For example, a “fiery” painting is not literally hot to touch.

  3. Composition: Every part of an art objects makes a meaningful contribution to the whole.

Cognitive processes in the perception of art”

Various studies were run to find out if the message of abstract art pieces was getting through to the audience.
Alternative to Birkhoff's aesthetic measure. Instead of M = O / C, M = O * C was found to result in a better fit.

"Cognition and the visual arts"

The Creative Computer”

Two methods of working with the computer. Using a software tool to assist in the creation of art where the end result is known, or by writing a program which can originate artwork itself, end result is unknown.

Classical artists also were affected by their medium, the explorations that were possible. Computers enable painting to become an exploration, according to David Em.

David Em used the facilities at the Jet Propulsion Laboratory to compose abstract “paintings” of startling originality and vividness, of a dreamlike, almost nightmarish quality. David Em manually directs the drawing, but uses the program apply textures, projections, and other geometrical operations.

Drawing by expert system: Harold Cohen's Aaron: randomly places, next random placement constrained, each subsequent random placement more and more constrained.

Running a simulation to compose an image: Chris Briscoe, point masses applying gravitational forces to each other.

Dominic Boreham uses the computer to paint through an iterative process, trying out something, judging it, however he makes the judgments and maintains that the judgments can't be embodied in a computer.

No mention of Roman Verostko, or the “Algorists”.

Negroponte on art and computers: “Rarely have two forces joined forces seemingly to bring out the worst in each other as have computers and art”.

Bad reputation computer art has acquired, pg 162: “Traditionally the computer has been used to produce what you might call 'pretty pictures'. In a sense its a kind of chocolate box art of information technology, which in some ways has given computing in art a bad name, because people have produced random number squiggles and spirals and so on – maybe they have been mathematicians or computer scientists. They've said “Hay! This is just like art!” and put it on their walls and so on. This drives artists and designers mad because if you had done it with a pencil or with string on nails or whatever, people wouldn't look at it twice. Certainly they wouldn't consider it worthy of having an exhibition.”

“the problem as far as the layman is concerned is that most computer art is highly abstract, and abstract art is hard enough form hom to appreciate and judge, superficially or deeply, even when there is no computer involved. Then the aspect of computer creativity is introduced to complicate matters yet further. It is often pointed out that the pictures produced by Harold Cohen's program look very much like the ones he used to paint himself.

...if Jackson Pollock could throw paint at his canvases, the computer might as well too, but the rhyme or reason can seem elusive.”

Cohen: “Primarily, I believe its function is to produce proliferation of the decision space without requiring the artist to “invent” constantly”

But surely the whole business of an artist is to invent!

Negroponte: The technology is the whole point, the medium is the message.

Alan Sutcliffe: Computer art not given a fair chance to prove itself. All art involves the production of a great deal of mediocre art before anything exceptional comes along, and computer art simply needs a longer trial.

Negroponte sees 2 directions: one is works that “get to know” the future owners, as the future owners “get to know” the work. The other direction is computers used for personal art, as opposed to public art. All the things we treasure as individuals, but are meaningless to anyone else: a drawing by one of our children, stone brought back from a holiday. Computers provide a new opportunity for self expression.

“Think of our Sunday painter reincarnated with an easel of electronics and a palette of computer graphics. His work is as invigorating as a game of tennis, his challenge is that of chess, his product is as ephemeral as a child's drawing. In this fantasy lies the potential for the major impact of computers on the visual arts of the future.”

The authors conclude that Cohen's expert system, artist as programmer rather than as software user, is the direction computer art will move in.

Saturday 26th June

Reading:

“Fluid concepts and creative analogies”, Douglas Hofstadter

Scha, Bod (1993): “Computational Aesthetics”

“The Conscious Mind”, David Chalmers

“Kinetic Art”, Guy Brett

“Algorithmic Aesthetic: Computer models for criticism and design in the arts”, George Stiny and James Gips (111.85 STI Gippsland)

“Creative Computer: Machine intelligence and human knowledge”, Donald Michie and Rory Johnston (303.4834 M624 Peninsula)

“Yellow House”, Joanna Mendelssohn (707.4099441 Y43 Matheson)

“Art and its significance: an anthology of aesthetic theory”, compilation edited by Stephen Ross (707.17 R826A Matheson)

"Mathematical Basis of the Arts", Joseph Schillinger (701.17 S334M Matheson)

“Philosophical aesthetics”, Oswald Hanfling (700.1 H238P Matheson)

“Robots: fact, fiction and prediction”, Jasia Reichardt (629.892 REI Caulfield)

Schneider (1995): “A Beginner's Guide to Constructing the Universe”

Reading Notes:

On “Mathematical Basis of the Arts”:

On “Fluid concepts and creative analogies”:

The model consists of a workspace, slipnet and coderack

The slipnet is a concept graph where every concept in the domain is represented as a node.

Every arc is associated with a concept.

Arcs are strengthened based on the activation level of corresponding concept nodes, encouraging “slipping” of activations.

The coderack contains the codelets, which are programs waiting to transform or add constraints to the workspace. These are spawned by the active concept nodes, each of which has a reportoire of codelets it generates when active.

The workspace is where the agent adds to and modifies its creation or proposed solution to a problem.

There is a global temperature which regulates how readily concepts gain and lose their activation. The temperature is kept constant or reduced over time, similar to simulated annealing.

I believe this cognitive model can be applied to the “generate interesting images” problem.

Programs:

I have written a program which traces the paths of simple vehicles. By placing them randomly in an area and causing them to follow a random other vehicle, the system generates an image with curvy lines which has a solid curvy feature towards the centre.

Friday 26th March

Reading Notes:

NK Humphrey "The illusion of beauty"

Concerns itself with what could be the evolutionary reason we receive pleasure from experiencing beautiful things.

A beautiful thing exhibits "likeness tempered with difference", like rhyme in poetry.

"What is the biological advantage of seeking out rhyming elements in the environment?"

"Considered as a biological phenomenon, aesthetic preferences stem from a predisposition among animals and men to seek out experiences through which they may learn to classify the objects in the world about them."

"Beautiful structures in nature or art are those which facilitate the task of classification by presenting evidence of the taxonomic relations between things in a way which is informative and easy to grasp."

After describing how Sonata form presents a theme and develops it in such a way that its interesting to follow, but the listener is never lost, Humphrey says this:

"If psychologists could learn from music how best to present evidence of the relations between things in a way that people will find easy to take in, it is equally possible that laymen might learn to do it for themselves. In that way, the work of art would achieve a new importance, as a model of the way we should structure our experience whenever we need to acquire genuinely useful information"

"...through the experience of beauty in works of art we learn to learn"

New stimulus offers potential opportunity of improving internal classification system, so animals and humans are attracted to it.

Perhaps described in information terms, a beautiful thing is something which adds usable information to an information gathering / classifying system.

Neural networks spring to mind...

A neural network begins in a random, 0 information state. After a training process, the neural network has experienced something "beautiful" which has added usable information to the system.

Beauty as entropy?

The drawing program should exhibit the "variations on a theme" concept.

Relationships between drawn objects...

Wednesday 24th March

Reading:

"Design And Form", Johannes Itten (707 I91 DE, Main Library)

"Vehicles: Experiments in Synthetic Psychology", Valentino Braitenberg (152 B814V, Main Library)

"Point And Line To Plane", Wassily Kandinsky (709.47 K16P/d, Main Library)

Humphrey, NK: 1973, The Illusion of Beauty, Perception 2: 429-439. (paper available online)

Websites:

On the GroupC website are examples of computer generated artwork based on the motion of Braitenberg vehicles, as well as some prototypes for interesting "intelligent" UI drawing tool ideas (eg this applet)

Present activity:

Writing a program that draws a set number of lines and points on a plane.

Compare using uniform probability distribution with using other probability distributions (poisson etc)

Look at various ways of describing a line. eg

Establish relationships between drawn objects eg

If you want to be able to tune the parameters using the Blind Watchmaker technique (website), its important to try to construct the heuristics/model so that small changes in the parameters produce small changes in the drawing. An iterative physical simulation of something is a dynamical model, and these tend to be very sensitive to small changes to the parameters or initial conditions, whereas formulas tend not to be.

I'm aiming to write one drawing program at least every two weeks in order to prototype different approaches to computer generated art, and to have lots of examples to refer to later.

Other miscellaneous web resources:

Karl Sims Page: http://www.genarts.com/karl/

Craig Reynolds, "Steering Behaviors for Autonomous Characters": http://www.red3d.com/cwr/steer/

Blind Watchmaker Website: http://physics.syr.edu/courses/mirror/biomorph/

http://www.evolutionzone.com/

http://www.unlekker.net

Geometry Junkyard: http://www.ics.uci.edu/~eppstein/junkyard/

Miscellaneous Geometry functions: http://astronomy.swin.edu.au/~pbourke/geometry/

Game development resources at FlipCode: http://www.flipcode.com

GameAI: www.gameai.com

Braitenberg vehicles:

Review of the book I'm reading: http://cscs.umich.edu/~crshalizi/reviews/vehicles/

More than you can poke a stick at on google

http://people.cs.uchicago.edu/~wiseman/vehicles/