a software artwork
bloom was created using software that simulates the growth processes of natural organisms. This software works in a way that parallels nature: digital ‘genes’ encode the process of construction and development of an organism (referred to as ‘morphogenesis’ by biologists). The computer software then grows representations of organisms in simulation as determined by the genes and the environment in which the organism develops.
Since digital genes determine the form and behaviour of the organism, the genes themselves can be subject to evolutionary processes such as mutation and crossover (mating). Offspring can be selected based on the aesthetic preferences of the artist, giving the the ability to explore an aesthetic space using an evolutionary processes. This represents a fundamental shift in traditional concepts of artistic practice and creativity, since the artist does not explicitly design or create the images – rather, they are evolved. The artistic process becomes one of ‘meta-creation’ where creative ideas are expressed in software that produces the final artwork.
Developing the images for bloom involved creating digital versions of native plant species local to the Kelvin Grove area. This required development of the ‘genetic’ information that defined the shape, form and growth of each virtual plant. These genes then underwent mutation and selection processes, leading to strange and bizarre versions of the once recognisable forms, hopefully evoking a sense of the ‘familiar, yet strange’. The computer software produced highly complex and detailed three-dimensional models, which were imported into a 3D rendering program for visualisation. The final image was more than 70,000 pixels wide.
The title, ‘bloom’, beckons multiple interpretations: the state of being in flower; an appeal to health and vitality; the visual abundance of synthesised plant life without the limits or constraints of nature; the sinister excessiveness of particular species (e.g. algal blooms) suggesting human interference and environmental imbalance.
five forms
Five new plant-like forms were created for the work, based on components of existing Queensland species. These five forms mirror the Platonic solids, reinterpreted here in a ‘fractal’ or generative context. Viewers may recognise, for example, elements of the Bunya Pine and a variety of Banksia forms. These iconic forms remind viewers of native species, yet their appearance is clearly strange and unwieldy.
Each of the five new species is presented in isolation, starkly displayed on a black background, giving a clinical, formalist feel. Each form has a certain, softness and synthetic beauty, drawing on the dualistic nature of synthetic biology, in promising immense new possibilities. Yet these possibilities also indicate a cost to our own nature and environment of as yet unknown proportions.
The deliberate use of decay and mutation in these models plays against the ‘super-real’ feel of most computer graphics, suggesting a conflict between the ideal of perfection in computer generated models and the reality of a diminishing biosphere. Concepts of mutation, cross-breeding and genetic manipulation – used to create these images – signal a growing concern over the consequences of recent scientific research in genetically modified plants and animals.