The idea of dissemination (…) provides a generative focus for a sustained enquiry into contemporary arts practices: what constitutes the artwork (as a dynamic process)? and how does the artwork provide meanings in relation to the contexts that it participates in and moves through? How can we generate, understand and curate artwork as a dynamic, fluid, event-based phenomenon?
Procedural generation is a widely used term in the production of media, indicating the possibility to create content on the fly rather than prior to distribution. This is often related to computer graphics applications and video game level design.
The term procedural refers to the process that computes a particular function. Fractals, an example of procedural generation, dramatically expresses this concept, around which a whole body of mathematics—fractal geometry—has evolved. Commonplace procedural content includes textures and meshes. Sound is often procedurally generated as well and has applications in both speech synthesis as well as music. It has been used to create compositions in various genres of electronic music by artists such as Brian Eno who popularized the term “generative music”.
While software developers have applied procedural generation techniques for years, few products have employed this approach extensively.
The modern demoscene uses procedural generation to package a great deal of audiovisual content into relatively small programs. Farbrausch is a team famous for such achievements, although many similar techniques were already implemented by The Black Lotus in the 1990s.
Procedurally generated content such as textures and landscapes may exhibit variation, but the generation of a particular item or landscape must be identical from frame to frame. Accordingly, the functions used must be referentially transparent, always returning the same result for the same point, so that they may be called in any order and their results freely cached as necessary. This is similar to lazy evaluation in functional programming languages.
Procedural modeling is an umbrella term for a number of techniques in computer graphics to create 3D models and textures from sets of rules. L-Systems, fractals, and generative modeling are procedural modeling techniques since they apply algorithms for producing scenes. The set of rules may either be embedded into the algorithm, configurable by parameters, or the set of rules is separate from the evaluation engine. Although all modeling techniques on a computer require algorithms to manage and store data at some point, procedural modeling focuses on creating a model from a rule set, rather than editing the model via user input. Procedural modeling is often applied when it would be too cumbersome to create a 3D model using generic 3D modelers, or when more specialized tools are required. This is often the case for plants, architecture or landscapes.
Generative Systems refers to systems that use a few basic rules to yield extremely varied and unpredictable patterns.
Video game designer Will Wright and musician Brian Eno.
Generativity of a system is premised on five principle factors:
1 How extensively a system of technology leverages a set of possible tasks;
2 How well it can be adapted to a range of tasks;
3 How easily new contributors can master it;
4 How accessible it is to those ready and able to build on it; and
5 How transferable any changes are to others, including non-experts.