Francesca Sargent

Voxels: Minecraft & surprising lack of immediate obstacles

Posted by in FoAM Kernow, Voxels

So far in the ‘play’ stage of the project, I have rendered wonderful little sections of Milton Keynes in Fluxus with both practical and slightly more esoteric outcomes – firstly, we have a script that outputs .OBJ files using small sections of data, which can be used for both digital and tangible modelling (such as 3D printing). That’s the practical part. The latter made the primitive object performance ready, which I explored during livecoding events in Leeds and Newcastle by animating it – however the long rendering times made this…read more

Fluxus and Voxels and long rendering times

Posted by in FoAM Kernow, Voxels

Following on from previous Voxel Debut, it seemed a good idea to visualise the data using Fluxus, as a (fresh faced, enthusiastic, sort of stressed) newbie to live coding visuals. Before this stint, I had never really worked with 3D and animation, so thinking this way has been an entirely new concept to me, alongside learning Fluxus (& Scheme, in general). With a couple of Algoraves coming up this week, an incubated week of intense livecoding and voxels is entirely necessary. I have found, so far, that focusing on either…read more

Voxel Debut

Posted by in FoAM Kernow, Voxels

Recently, we were approached by Dr Karen Anderson of the University of Exeter to visualise voxel data of Bedford, Luton and Milton Keynes. A natural place to start with the data would have been to interpret it in Python and recreate the cities in Minecraft, so of course I became distracted and found myself being led down a different, more Fluxus/3D/performative inspired path. However, the first port of call was to actually read the data, which requires a brief explanation of the data format. Dr Stefano Casalegno kindly donated us…read more