generative-art-algorithms
Create algorithmic and generative art using mathematical patterns, noise functions, particle systems, and procedural generation. Covers flow fields, L-systems, fractals, and creative coding foundations. Triggers on generative art, algorithmic art, creative coding, procedural generation, or mathematical visualization requests.
What this skill does
# Generative Art Algorithms
Create art through code, mathematics, and emergence.
## Core Philosophy
### Generative Art Principles
1. **Rules create emergence** - Simple rules yield complex results
2. **Controlled randomness** - Seeded random for reproducibility
3. **Parameter exploration** - Same algorithm, infinite variations
4. **Happy accidents** - Bugs as features
### The Creative Coding Loop
```
Idea → Algorithm → Parameters → Render → Evaluate → Iterate
↑ │
└───────────────────────────────────────────────────┘
```
---
## Noise Functions
### Perlin/Simplex Noise
Smooth, continuous random values perfect for organic motion.
```javascript
// p5.js example
function draw() {
for (let x = 0; x < width; x++) {
for (let y = 0; y < height; y++) {
let n = noise(x * 0.01, y * 0.01, frameCount * 0.01);
stroke(n * 255);
point(x, y);
}
}
}
```
### Noise Parameters
| Parameter | Effect |
|-----------|--------|
| Scale (frequency) | Zoom level of noise (smaller = more detail) |
| Octaves | Layers of detail |
| Amplitude | Height of values |
| Time offset | Animate through noise space |
### Noise Applications
- Terrain generation
- Texture synthesis
- Organic movement
- Flow fields
- Cloud/smoke effects
---
## Flow Fields
### Basic Flow Field
```javascript
// Generate angle at each grid point from noise
function setup() {
createCanvas(800, 800);
let resolution = 20;
let cols = width / resolution;
let rows = height / resolution;
for (let y = 0; y < rows; y++) {
for (let x = 0; x < cols; x++) {
let angle = noise(x * 0.1, y * 0.1) * TWO_PI * 2;
// Draw vector
push();
translate(x * resolution, y * resolution);
rotate(angle);
stroke(0);
line(0, 0, resolution * 0.8, 0);
pop();
}
}
}
```
### Particles in Flow Field
```javascript
class Particle {
constructor() {
this.pos = createVector(random(width), random(height));
this.vel = createVector(0, 0);
this.acc = createVector(0, 0);
this.maxSpeed = 2;
this.prevPos = this.pos.copy();
}
follow(flowField, resolution) {
let x = floor(this.pos.x / resolution);
let y = floor(this.pos.y / resolution);
let index = x + y * floor(width / resolution);
let force = flowField[index];
this.applyForce(force);
}
applyForce(force) {
this.acc.add(force);
}
update() {
this.vel.add(this.acc);
this.vel.limit(this.maxSpeed);
this.prevPos = this.pos.copy();
this.pos.add(this.vel);
this.acc.mult(0);
}
edges() {
if (this.pos.x > width) { this.pos.x = 0; this.prevPos.x = 0; }
if (this.pos.x < 0) { this.pos.x = width; this.prevPos.x = width; }
if (this.pos.y > width) { this.pos.y = 0; this.prevPos.y = 0; }
if (this.pos.y < 0) { this.pos.y = height; this.prevPos.y = height; }
}
show() {
stroke(0, 10);
strokeWeight(1);
line(this.pos.x, this.pos.y, this.prevPos.x, this.prevPos.y);
}
}
```
---
## L-Systems
### Grammar Structure
```
Axiom: Starting string
Rules: Replacement rules
Angle: Turning angle
Iterations: Recursion depth
```
### Classic L-Systems
**Fractal Tree**:
```
Axiom: F
Rules: F → FF+[+F-F-F]-[-F+F+F]
Angle: 25°
```
**Koch Snowflake**:
```
Axiom: F
Rules: F → F+F--F+F
Angle: 60°
```
**Sierpinski Triangle**:
```
Axiom: F-G-G
Rules: F → F-G+F+G-F, G → GG
Angle: 120°
```
### L-System Rendering
```javascript
// Interpret string as drawing commands
function render(sentence) {
for (let char of sentence) {
switch(char) {
case 'F':
line(0, 0, 0, -len);
translate(0, -len);
break;
case '+':
rotate(angle);
break;
case '-':
rotate(-angle);
break;
case '[':
push();
break;
case ']':
pop();
break;
}
}
}
```
---
## Fractals
### Mandelbrot Set
```javascript
function mandelbrot(x, y, maxIter) {
let real = x;
let imag = y;
for (let i = 0; i < maxIter; i++) {
let tempReal = real * real - imag * imag + x;
imag = 2 * real * imag + y;
real = tempReal;
if (real * real + imag * imag > 4) {
return i;
}
}
return maxIter;
}
```
### Julia Set
Same iteration, different starting point:
```javascript
function julia(x, y, cx, cy, maxIter) {
let real = x;
let imag = y;
for (let i = 0; i < maxIter; i++) {
let tempReal = real * real - imag * imag + cx;
imag = 2 * real * imag + cy;
real = tempReal;
if (real * real + imag * imag > 4) {
return i;
}
}
return maxIter;
}
```
### Recursive Subdivision
```javascript
function subdivide(x, y, w, h, depth) {
if (depth === 0 || w < 2 || h < 2) {
rect(x, y, w, h);
return;
}
let splitH = random() > 0.5;
if (splitH) {
let split = random(0.3, 0.7) * w;
subdivide(x, y, split, h, depth - 1);
subdivide(x + split, y, w - split, h, depth - 1);
} else {
let split = random(0.3, 0.7) * h;
subdivide(x, y, w, split, depth - 1);
subdivide(x, y + split, w, h - split, depth - 1);
}
}
```
---
## Particle Systems
### Basic Particle
```javascript
class Particle {
constructor(x, y) {
this.pos = createVector(x, y);
this.vel = p5.Vector.random2D().mult(random(1, 3));
this.acc = createVector(0, 0);
this.lifespan = 255;
this.size = random(5, 15);
}
applyForce(force) {
this.acc.add(force);
}
update() {
this.vel.add(this.acc);
this.pos.add(this.vel);
this.acc.mult(0);
this.lifespan -= 2;
}
isDead() {
return this.lifespan <= 0;
}
show() {
noStroke();
fill(255, this.lifespan);
ellipse(this.pos.x, this.pos.y, this.size);
}
}
```
### Forces
```javascript
// Gravity
let gravity = createVector(0, 0.1);
particle.applyForce(gravity);
// Attraction to point
function attract(target, particle, strength) {
let force = p5.Vector.sub(target, particle.pos);
let distance = constrain(force.mag(), 5, 25);
force.normalize();
let magnitude = strength / (distance * distance);
force.mult(magnitude);
return force;
}
// Repulsion
function repel(target, particle, strength) {
return attract(target, particle, -strength);
}
```
---
## Color Algorithms
### Palette Generation
```javascript
// Complementary
function complementary(hue) {
return [(hue + 180) % 360];
}
// Triadic
function triadic(hue) {
return [(hue + 120) % 360, (hue + 240) % 360];
}
// Analogous
function analogous(hue, spread = 30) {
return [(hue - spread + 360) % 360, (hue + spread) % 360];
}
// Split complementary
function splitComplementary(hue) {
return [(hue + 150) % 360, (hue + 210) % 360];
}
```
### Color Interpolation
```javascript
// Lerp between colors
function lerpColor(c1, c2, t) {
colorMode(HSB);
return color(
lerp(hue(c1), hue(c2), t),
lerp(saturation(c1), saturation(c2), t),
lerp(brightness(c1), brightness(c2), t)
);
}
// Palette from noise
function noiseColor(t, palette) {
let n = noise(t) * (palette.length - 1);
let i = floor(n);
let f = n - i;
return lerpColor(palette[i], palette[i + 1], f);
}
```
---
## Pattern Algorithms
### Truchet Tiles
```javascript
function truchetTile(x, y, size, type) {
push();
translate(x, y);
if (type === 0) {
arc(0, 0, size, size, 0, HALF_PI);
arc(size, size, size, size, PI, PI + HALF_PI);
} else {
arc(size, 0, size, size, HALF_PI, PI);
arc(0, size, size, size, PI + HALF_PI, TWO_PI);
}
pop();
}
```
### Voronoi
```javascript
// Simple Voronoi via distance check
function voronoi(points) {
for (let x = 0; x < width; x++) {
for (let y = 0; y < height; y++) {
let closest = 0;
let minDist = Infinity;
for (let i = 0; i < points.length; i++) {
let d = dist(x, y, points[i].x, points[i].y);
if (d < minDist) {
minDist = d;
closest = i;
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