Lissajous figures on an old analog television
Example images.
Example version 0.4
Example version 0.1
Description of this creative coding.
It's a creative coding animation. The code was written in the 'Processing' programming language.
I imitated some noise pattern that I saw on an old analog television with Lissajous figure. I added a television tube screen frame in version 0.4.
This code does not display any images on the screen but generates image files in frames directory. You can make an animation with these files.
The 'Processing' code examples.
Example code version 0.4.
Please feel free to use this example code under the terms of the GPL. To see other works based on my code is my pleasure. And my honor.
/** * Sleeping with the Television On. * * @author @deconbatch * @version 0.4 * Processing 3.2.1 * created 2018.06.03 * Some noise pattern that I saw on old analog television. * updated 2019.02.09 * smooth animation. * updated 2019.07.20 * blendMode(SCREEN) -> DIFFERENCE * loop animation with sin(PI) -> I realized I don't need loop animation with this * updated 2019.09.20 * make the pattern changing speed slow * add television screen frame */ void setup() { size(720, 540); // 4:3 colorMode(HSB, 360, 100, 100, 100); rectMode(CENTER); smooth(); noLoop(); noStroke(); } void draw() { int frameCntMax = 15 * 8; int spotCycle = 10; float rWidth = width * 0.5; float rHeight = height * 0.5; float hueBase = random(360); translate(width / 2, height / 2); for (int frames = 0; frames < frameCntMax; ++frames) { background(0.0, 0.0, 90.0, 100.0); float frmRatio = map(frames, 0, frameCntMax, 0.0, 1.0); //easeInOutCubic(map(frames, 0, frameCntMax, 0.0, 1.0)); float easeRatio = easeInOutCubic(frmRatio); // cyclic random noise pattern float pattern = noise(10.0 + cos(TWO_PI * frmRatio) * 0.01, 10.0 + sin(TWO_PI * frmRatio) * 0.01) * 0.1; // draw noise blendMode(DIFFERENCE); noStroke(); for (int spotCnt = 1; spotCnt <= 50000; ++spotCnt) { float radian = pattern * spotCnt; float x = rWidth * cos(radian * sin(pattern)); float y = rHeight * sin(radian + PI * spotCnt * 0.000005 * sin(PI * easeRatio)); float eSiz = map(spotCnt % spotCycle, 0, spotCycle, 0.0, 30.0); float eBri = map(spotCnt % spotCycle, 0, spotCycle, 20.0, 0.0); float eHue = hueBase + sin(radian) * 60.0; fill(eHue % 360.0, 40.0, eBri, 100.0); ellipse(x, y, eSiz, eSiz); } // draw television screen frame blendMode(BLEND); strokeWeight(50.0); stroke((hueBase + 180.0) % 360.0, 90.0, 5.0, 100.0); noFill(); rect(0.0, 0.0, width, height); rect(0.0, 0.0, width, height, 180.0); saveFrame("frames/" + String.format("%04d", frames) + ".png"); } exit(); } /** * easeInOutCubic easing function. * @param t 0.0 - 1.0 : linear value. * @return float 0.0 - 1.0 : eased value. */ float easeInOutCubic(float t) { t *= 2.0; if (t < 1.0) { return pow(t, 3) / 2.0; } t -= 2.0; return (pow(t, 3) + 2.0) / 2.0; } /* Copyright (C) 2019- deconbatch This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/> */
Processing example code version 0.1.
Please feel free to use it under the terms of the GPL. To see other works based on my code is my pleasure. And my honor.
// Sleeping with the Television On. // Processing 3.2.1 // 2018.06.03 // 3fps x 6s // @deconbatch // version 0.1 void setup() { size(720, 720); colorMode(HSB, 360, 100, 100, 100); blendMode(SCREEN); smooth(); noLoop(); noStroke(); } void draw() { float hueBase = random(360); translate(width / 2, height / 2); // 3fps x 6s = 18 frames for (int frames = 0; frames < 18; ++frames) { background(0, 0, 0, 100); // random noise pattern float pattern = random(2.0 * PI); for (int spotCnt = 1; spotCnt <= 10000; ++spotCnt) { float radian = PI * pattern * spotCnt * 0.01; float x = 300 * cos(radian * sin(pattern)); float y = 300 * sin(radian + spotCnt * 0.0001); float radius = map(spotCnt % 2000, 0, 2000, 2, 8); float bright = map(spotCnt % 2000, 0, 2000, 80, 20); fill(hueBase, 40, bright, 100); ellipse(x, y, radius, radius); } saveFrame("frames/" + String.format("%04d", frames) + ".png"); } exit(); } /* Copyright (C) 2018- deconbatch This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/> */