PRODUCTION - Working Definitions WIP

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PRODUCTIONS Working Definitions

University of Texas, Austin Fall 2021 Victor Trautmann


LIGHT PHENOMENA

https://news.mit.edu/sites/default/files/styles/news_article__image_gallery/public/images/201509/MIT-3Dglass-4.jpg?itok=sj9wXoce


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LIGHT PHENOMENA Primary Effects Reflection Refraction Emanation Absorption Secondary Effects Caustics Prismatics Diffusion Projection Cymatics Case Studies Glass Lightpainting


Reflection The process by which incident light* that strikes the surface of a medium* is thrown back or rejected.

RECEIVER

R AY TE D C

T EN ID LI

The incident light’s angle of incidence* relative to the perpendicular* of the surface where the light makes contact determines the angle of reflection*.

T

R EF

H G

LE

C IN

SURFACE NORMAL

SOURCE

θ1

θ2

REFLECTING SURFACE

Total internal reflection: incident light reflected from one medium boundary to another is not refracted by the second medium, but intead reflected back internally.

Incident light

SOURCE

T

EN

ID

C

IN T

H

G

LI

Light strikes surface of medium

Medium rejects an amount of light

ABSORBTION

MEDIUM

Medium accepts an amount of light

Directed away from medium Secondary receptions

Light strikes new medium

Light observed by viewer

Total Internal Reflection

SOURC


RECEIVER

LE C

TE D

T EN ID

T EN ID

R AY

C IN

C IN

SURFACE NORMAL

Refraction

SOURCE

T

R EF

H G LI

T

H G LI

The process by which the path of Incident light* is changed when passing θ1 θ2from one medium* to another, caused by a change in speed.

SURFACE NORMAL

SOURCE

BOUNDARY

REFLECTING SURFACE RE F

Incident light will refract towards the normal* upon crossing from a faster to a slower medium, and will refract away from the normal upon crossing from a slower to a faster medium.

TED

RAC RAY

RECEIVER

SOURCE

T

EN

ID

INCIDENT LIGHT

C IN

Incident light T

H

G

LI

Light strikes surface of MEDIUM medium ABSORBTION

Medium rejects an amount of light

MEDIUM

Medium accepts an amount of light

Passing from a faster to a slower medium

Passing from a slower to a faster medium

Distorted towards the normal

Distorted away from the normal

Distortion of source passes through medium


TED RAY

RECEIVER

Emanation

SOURCE C IN

A medium* that incident light* issues or originates from. T

H G LI

INCIDENT LIGHT

T EN ID

ABSORBTION

MEDIUM

MEDIUM

Medium

Light is directed outward from medium Secondary receptions Interaction with surrounding atmosphere

An amount of distortion

Tertiary receptions

Light interacts with new medium

Light observed by viewer


Absorbtion

SOURCE C IN

The process by which incident light* that strikes a medium* is taken in and converted into energy.

T EN ID T

H G LI

ABSORBTION

MEDIUM

Incident light

Light strikes surface of medium

Medium rejects an amount of light

Medium accepts an amount of light

Light converted into energy and contained Secondary receptions

Reception by additional surfaces

Reception by viewer


Caustics Incident light* that has been reflected off or refracted through a medium* and projected onto a surface where they can be visualised.

Incident light

Interaction with a medium

Light is refracted

An amount of distortion

Light is reflectied

Interaction with surrounding atmosphere Secondary receptions

Light interacts with new medium

Light observed by viewer


Prismatics Incident light* that, when passed through a prism,* is broken into the colors of the visible spectrum*


Diffusion Incident light* that, when passed through a diffuse* or untherwise irregular medium,* is scattered either by reflection or refraction. This effect gives light a “soft“ or “hazy“ quality. Light diffusers can be a single solid medium, or a grouping of many solid media, i.e. hair, follicles, or skin. Light diffusers can be a diffuse grouping of transparent,* or translucent* vaporous* media, i.e. smoke, fog, smog, clouds.


Projection Incident light* overlayed over a medium,* often to convey something, i.e. imagery. TYPES OF PROJECTION: Anamorphosis: A distorted projection, or drawing, which appears normal when viewed from a particular point of with a suitable mirror or lens. Parallax: The effect whereby the position or direction of an object appears to differ when viewed from different positions, i.e. through a viewfinder and lens of a camera Perspective: Imagery presented over a flat surface in such a way as to give the impression of height, width, depth, and position in relation to one another when viewed from a particular point. Lenticular: An array of lenses, designed so that when viewed from slightly different angles, different parts of an image underneath is shown. Iridescence: Showing luminous* colors that seem to change when seend from different angles. Pepper’s Ghost: An optical illusion technique that involves the use of angled mirrors and a brightly lit staging area to project imagery into a medium* where they appear to have dimensionality and depth, but are not really there. Front Screen Projection: An in-camera visual effects process in film production for combining foreground and background performance with pre-filmed background footage, i.e. the opening scene of Kubrick’s ‘2001: A Space Odessy.”


Cymatics The visual representations, in or across a medium,* of the wave phenomena* produced by the wave forms of sound/light. Frequency: The rate at which a vibration occurs that constitutes a wave, either in material (sound waves), or in an electromagnetic fielc (light wave), usually measured per second. Amplitude: The maximum extent of a vibration or oscillation of a wave, measured from the position of equilibrium.



GLASS Mediated Matter MIT 2017

https://i.pinimg.com/originals/1b/fe/7c/1bfe7c9c76337d3c35a8cfb51c4fef93.jpg


GLASS

Mediated Matter MIT, 2017 3D Printed Glass

EMANATION - Light is produced from a source located somewhere (above/beside/inside) relative to the glass medium. REFRACTION - Incident light that comes into contact with the glass is distorted as it passes through it. CAUSTICS - Refracted light generates a dynamic and emergent pattern of distorted light rays around the glass. Effect interects with both the surface/form of the object, as well as the air/space around it. Effect is emergent and stochastic, influenced by multiple factors. 1. The location of the light emitting object relative to the glass medium. 2. The form of the surface of the glass medium 3. The thickness of the glass medium 4. The form/location/materiality of the secondary recieving surfaces, relative to the glass medium and the emitting object. 5. The color of the emitting object 6. The color of the glass medium

Internal Reflection Incident light

Refraction

Light emitting medium

Caustics

Glass medium

https://static.dezeen.com/uploads/2015/08/Glass-Printing_Mediated-Matter_Neri-Oxman_dezeen_468_4.jpg

https://static.dezeen.com/uploads/2015/08/Glass-Printing_Mediated-Matter_Neri-Oxman_dezeen_468_3.jpg


LIGHTPAINTINGS Stephen Knapp 2007

https://images.squarespace-cdn.com/content/v1/54b99cfae4b060f2e97c737c/1424292452792-ZOUBUWALK90AQGW8UV9A/Into-the-Narrows-angled.jpg


Lightpaintings

Stephen Knapp, 2007 3D Printed Glass

REFLECTION - Incident light that comes into contact with the glass bounces of the reflective surface. REFRACTION - Incident light that comes into contact with the glass is distorted as it passes through it. PRISMATICS - Planes of glass treated with layers of metallic coatings act as prisms to seperate incident light into different wavelengths of the visible spectrum. PROJECTION - The angle of the glass planes project incident light at various angles and wavelengths back on to a surface or a surrounding space to create an anamorphous projection of color and geometry. Effect interects with both the surface/form of the objects, as well as the surfaces of the surounding space. Effect is controlled and calibrated. Incident light is reflected and refracted specifically to create a compelling composition of overlapping colors and geometrys. The outcome of the piece is informed by; 1. The angle/size/shape of the projected glass fin 2. The location of the incident light sources 3. The metallic coating on the glass fins 4. The form/size of the surface the glass fins redirect light onto

https://www.fineprintart.com/images/light-paintings-by-stephen-knapp/stephen-knapp-1.jpg


AIR PHENOMENA

https://archinect.imgix.net/uploads/p1/p1he8lofo485ral6.JPG?auto=compress%2Cformat


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AIR PHENOMENA Primary Effects Atmosphere Movement Flow Tempurature Humidity

Secondary Effects Atmosphere (as an emergent effect) Refraction Fog Breeze Clouds Case Studies Blind Light


Atmosphere The envelope* of gasious media surrounding the earth, or other body.

Observer

Incident light

Gasious Medium

Refraction

Diffusion

Absorbtion

Gasious Medium Secondary receptions

Light interacts with new medium

Light observed by viewer


Movement The act of changing physical location or position, or having it change. (Of atmosphere) changes in temperature or pressure which cause particles in the atmosphere to move and shift, so as to attain equilibrium.*

Repeat until equilibrium is reached

Atmosphere

Equilibrium

Energy Imbalance

Particles change physical location

Particles in stasis Sensation of wind Changes in pressure Equilibrium

Energy transfered

Disruption

External energy

Atmosphere


Flow (Of a fluid, gas, or electricity) Media* moving in a steady, continuous stream. Current: A medium moving with a definitative direction, especially through other media, that has less or no movement. Laminar Relation: (Of fluid or gas) A flow in which the velocity, pressure, and other flow properties at each point within a medium remain constant, creating a streamline* effect. Turbulent Flow: (Of a fluid or gas) A flow in which a medium undergoes irregular fluctuations, or mixing, which alter both the direction and magnitude of the flow. Most flows are turbulent.

Fluid or Gaseous Medium

Other Medium Movement through surrounding medium

Constant velocity

Laminar Flow

Irregular velocity Mixing with surrounding medium

Turbulent Flow

Other Medium Primary medium remains in surrounding medium

Primary medium exits surrounding medium


Temperature The degree or intensity of heat* present in a medium.* Convection: The process by which heat is transferred between mediums through the movement of heated particles. Natural Convection: The tendency of most fluid and gaseous mediums to expand when heated, become less dense, rise, and distribute their heat through surrounding media. Forced Convection: The transfer of heat from one medium to another by external force, like a fan or pump.

Fluid/Gaseous Medium

Heat

Surrounding Medium

Medium expands and becomes less dense New volume No external forces

External forces Forced through surrounding medium

Rises naturally through surrounding medium

Equilibrium not achieved; process continues

Heat is distributed throughout surrounding medium

Surrounding Medium

Equilibrium achieved


Humidity The amount of water vapor* present within a volume of air. Atmospheric Density: The measure of the mass* per unit volume of air. The mass of the atmosphere can vary based on temperature and humidity.


Atmosphere (as an emergent effect) NEEDS A DEFINITION


Refraction NEEDS A DEFINITION


Fog A thick vapor* of droplets suspended in an atmosphere, which blocks or diffuses light. Advection fog: forms when air with high moisture content moves over the surface of a cold medium. Radiation fog: (Under stable nighttime conditions) long-wave radiation emitted from the ground dropping temperature near the surface and causing moister in the air near the ground to condense. Upslope fog: forms when sloping terrain forces air up, cooling it adiabatically* to its dew point* and saturation.* Steam fog: forms when a vapor* is added to an atmosphere that is much colder, and immediately condenses. Frontal fog: forms when warm and cold atmospheres, which are both near saturation,* are mixed by a breeze. Ice fog: forms when an atmosphere is so cold that vapor* is composed of ice crystals instead of water droplets.


Breeze The gentle movement of gaseous media.* This movement is most often caused by varying temeratures and particles moving closer to equilibrium.*


Clouds A thick vapor* of droplets suspended in an atmosphere. Unlike fog, clouds can form in atmospheres with varying density


BLIND LIGHT Antony Gormley 2007

https://i.pinimg.com/originals/1b/fe/7c/1bfe7c9c76337d3c35a8cfb51c4fef93.jpg


Blind Light

Antony Gormley, 2007 Contained Atmosphere

ATMOSPHERE - A volume is defined with glass planes, wherein an envelope of gaseous medium fills the space completely. EMANATION - Incident light is produced within a defined space and scattered throughout a defined volume. REFRACTION - Incident light passing through an atmospheric media is scattered. DIFFUSION - The gaseous medium filling a defined space scatteres and distorts light that comes into contact with, and passes through it. FOG - A thick vapor of droplets fills a defined space completely. Likely advection fog produced by a mixture of water and glycol, that is heated and pumped into the space. Effect interects with the form of the space, as well as any objects that enter into it. Effect is controlled and calibrated, but also stochastic. Incident light is diffused relatively uniformly by the thick atmosphere that is created within the defined volume. The volume the atmosphere exists within, and the level of light emitted within the volume are controlled, but the fog contained within the space is a medium in constant flux and changes, perhaps imperceptibly, from instant to instant.. The outcome of the piece is informed by; 1. The volume defined by the glass boundary conditions 2. The location/intensity of the incident light sources 3. The desity of vapor within the defined volume 4. The color of the incident light “(Space is) a special category of free space, phenominally created by the architect when he gives a part of free space shape and scale... we cut off a peice of space from the continuum of all space... to make it recognizable as domain...” -Charles Moore & Gerald Allen Blind light is comprised of the three types of space: 1. Blind Light exists within Space* 2. The spatial volume that defines boundary of blind light is Negative Space* 3. The spatial quality of the atmosphere within the volume is Anti-Space*


Blind Light

Antony Gormley, 2007 Contained Atmosphere

Some diffused light escapes volume, and leaks into surrounding space.

Space

Negative Space

Object is a soft, luminous cube of defined space and undefined light viewed from without.

Light emitted from above glass volume directly into contained atmosphere

Light is diffused by contained atmosphere

Anti-Space Space feels undefined, formless, open, and flowing when experienced from

https://i.pinimg.com/originals/70/f1/32/70f132a2f85a12daa1ed6e1b1875479c.jpg



PHENOMENOTECHNIQUE

https://www.youtube.com/watch?v=lX6JcybgDFo


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PHENOMENOTECHNIQUE Phenomenotechnique

Affect vs Effect Generation Sensation Impact Elusivity

Object Augmentation Visual Actual Case Studies


Phenomenotechnique The combination of objective conditions and subjective phenomena.


Affect vs Effect Affect: An action that has a consequence on, or makes a difference to something. Effect: A change in the state or condition of a thing as a result or consequence of an action. Affect vs Effect: An affect is the internal or external precursory action applied to a thing, whose subsequently altered state represents the effect of the precursory action.


Generation The production of something.


Sensation A physical feeling or perception resulting from something that happens to or comes into contact with an individual. Sensations can be singular or widespread.


Impact The action of one object applying a forceful impact onto another object.


Elusivity The property of a thing being difficult to find, catch, or achieve. Something can be temporally or spiritual elusive, or physically or mentally elusive.


ELUSIVE OBJECT


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ELUSIVE OBJECT Study of Elusive Object

Curious Decanter Generation Effects Variability Effect Characterisitics

Object Augmentation Generation Timeline Defamiliarization Dynamic Bumpmapping Iteration and Instantiation Affect/Effect Looping Ellusive Object


Study of Elusive Object Generating a field of points, at aproximately constant distances from one another, around a sphere provides us with a simplified object to serve as a foundation of evaluation for the study of the elusive object.

Curious Decanter The object shown in the composite photo below is a small glass decanter, set on a tilted wooden stand, and made to look like a globe. The exterior of the glass is spherical, with arms on either of its poles to set itself into the wood stand. The exterior glass has been etched to show the continents.

rad ο

r

The interior volume of the glass decanter contains a more complexly sculpted glass object that is meant to look like a ship with its sails unfurled. The glass object contains many complex and irregular forms.rad ο

r

Generating Ellusive Object’s Virtual Sibling

rad ο

rad ο

r

Defining the radius (r) and radians (rado) of half the circumference of a circle.

r

Generating points along half circumference relative to rado.

Duplicate generated points radially about axis of half circumference, culling points relative to distance from center to maintain regular point spacing.

Rotate point clouds axis of rotation to match angle of rotation of ellusive object.


Curious Decanter - Primary Effects REFLECTION - Some amount of incident light interacting with the interior & exterior surface is sent back. REFRACTION - The form/dimensionality/irregularity of the glass surfaces can bend incident light that contacts and passes through the object. ABSORBTION - The form/dimensionality/irregularity/texture of the glass surfaces can trap light within itself, giving the material a luminous quality. ATMOSPHERE - Various atmospheres can be contained within the exterior form of the object, altering the quality of effects that happen within that volume of space and affects without. MOVEMENT - The object can rotate its orientation along two seperate axis. Because the surface of form on the exterior, and the form of the interior are irregular, they affect incoming effects in a dynamic and emergent way.

OBJECT

OBJECT

VARYING SURFACE TEXTURE

VARYING SURFACE TEXTURE

ENHANCING SURFACE CHARACTERISTICS

LIGHT AFFECTED BY SURFACE CONDITIONS

OBJECT PACKING AROUND OBJECT

ENHANCING SURFACE CHARACTERISTICS


Variable Observed States of Elusive Object

Reflection and Refraction characteristics The object has two glass surface textures that interact with light very differently. SMOOTH CLEAR GLASS - Nearly all light passes through the surface, with slight refraction relative to the curve of the surface, and thickness of the material. TEXTURED DIFFUSE GLASS- Microscopic laser etched textures scatter light that contacts the surface. More light is absorbed into the material, and diffused as it passes through or bounces of off the surface.

Variable Surface Texture

SMOOTH CLEAR GLASS

TEXTURED DIFFUSE GLASS


Reflection and Refraction characteristics

NO ATMOSPHERE

Minimal interaction with enclosed atmosphere

VAPOROUS ATMOSPHERE

Diffusion of light through vaporous medium.

LIQUID ATMOSPHERE

Diffusion, and color shift of light through liquid medium.


Recursive Process of Defamiliarization of Initial Elusive Object

Elusive Object Phenomena

Space Form of Space

Primary Atmosphere

Surface of Form People

Form

Environment

Form of Space Space Secondary Atmosphere

Surface of Form Form


Variable Observed States of Elusive Object

Dynamic Reference Bump Map


Remapping Bumpmap Values onto Elusive Object

Early Design Iterations


r Visualizing Bumpmap Values onto Elusive Object

Bumpmap values are used to generate vector forces that are then mapped onto the spherical point field which represent the edges of the ellusive object. The value of these vector forces determin the length and color of the spike that is generated at each point withing the field. These values change dynamically and in real time as the observer’s view of the elusive object changes.


Suggesting Effect/Generating Affect PHYSICAL OBJECT < VIEWER > DIGITAL OBJECT Because of the relationship between the real, and the digital, and both their relationships to the viewer, there needed to be some suggestion about how these three things fit together and engage with one another. Force field lines are used to visually describe the twisting motion that must be applied to the curious decanter in physical space, by the viewer, to affect change to the elusive object in digital space.

Force field lines have a clockwise force applied to them around the ellusive object’s axis of rotation.

Force field lines have no rotational force applied. Project perpendicularly from center of ellusive object.

Force field lines have a counter-clockwise force applied to them around the ellusive object’s axis of rotation.


Infinite Looping These lines operate independantly of the viewer on a looping cycle extending perpendicularly out from the center point of the curious decanter, and twisting about its axis of rotation.


Elusive Object


Elusive Object



LEXICON


Complimentary Lexicon Incident light - The light that strikes and object. Medium (plural: Media) - The material or empty space through which signals, waves, or forces pass. Angle of incidence - The angle which an incident light makes with a perpendicular to the surface at the point of incidence Perpendicular - A pair of lines or planes that intersect one another at a 90 degree angle Angle of reflection - Equal to the angle of incidence relative to the perpendicular to the surface at the point of incidence Normal - A perpendicular to a surface at the point of incidence Prism - A solid geometric figure whose two end faces are similar, equal, and parallel rectilinear figures, and whose sides are parallelograms. Visible Spectrum - A range of wavelengths along the electromagnetic spectrum that the human eye can view. The colors of these wavelengths shift between red, orange, yellow, green, blue, indigo, and finally violet, with red having the longest wavelength respectively, and violet the shortest. Diffuse - Spread out over a large area; not concentrated Translucent- (Of a medium) allowing some light, but not all light, to pass through; semitransparent. Transparent - (Of a medium) allowing light to pass through so that objects behind can be distinctly seen. Vaporous - (Having the quality of) a medium diffused or suspended in the air, especially one normally liquid or solid. Luminous - Full of or shedding light; bright or shining, especially in the dark. - (Of color) very bright; harsh to the eye. - (Of light) as it is percieved by the eye, rather than in terms of its actual wavelength. Equilibrium - A state in which opposing forces or influences are balanced. Streamline - The path of particles suspended in a fluid or gaseous medium, and carried along with it. Heat - The form of energy that is transferred between media with different temperatures. Mass - The quantity of matter which a medium contains Vapor - A medium that is diffused or suspended in the air, especially one normally liquid or solid.


Adiabatic - A process of a medium changing temperature without exchanging heat with any other medium. Dew Point - The atmospheric temperature (varying according to pressure and humidity) below which water droplets begin to condense. Saturation - The atmospheric temperature (varying according to pressure) above which liquid will boil and become a vapor. Envelope - a covering or containing structure or layer. Space - Conceived as differentiated volume, identifiable in its configuration as form, discontinuous in principal, closed, and static. Its composition is serial. Anti-Space - Space that is undifferentiated and ideally formless, continuous in principal, open and flowing. It is controlled, directed, or temporarily captured, but never composed. Negative Space - A space within a volume within a space. Wave Phenomena - A disturbance that carries energy. The ‘behavior‘ of a particular wave.



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