GIUSEPPE RANDAZZO

Джузеппе Рандаццо
stone fields (Using computer algorithms)

This project has started from a search for a 3d-objects optimal packing algorithm over a surface, but evolved in something rather different. I love the work by Richard Long, from which this project takes its cue. The way he fills lonely landscapes with arcaic stones patterns and its eroic artistic practice, in his monumental vision, is in strong contrast with this computational approach that – ironically – allows virtual stones creation and sorting in a non physical, mental way, a ‘lazy’ version, so to speak. The virtual stones created from several fractal subdivision strategies, find their proper position within the circle, with a trial and error hierarchical algorithm. A mix of attractors and scalar fields (some with Perlin noise) drives the density and size of the stones. The code is a C++ console application that outputs a OBJ 3d file.

GIUSEPPE RANDAZZO

ДЖУЗЕППЕ РАНДАЦЦО
generative stone fields

MASAKI FUJIHATA

beyond pages

The data projector loads images of a leather bound tome onto a tablet which a light pen activates, animating the objects named in it – stone, apple, door, light, writing. The soundscore immaculately emulates the motion of each against paper, save for the syllabic glyphs of Japanese script, for which a voice pronounces the selected syllable. Stone and apple roll and drag across the page, light illuminates a paper-shaded desklamp; door opens a video door in front of where you read, a naked infant romping, lifesize and laughing, in.