Reza Ali
Inspired to be Inspiring

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3D Field Flow is an exploration of invisible space, fluid flow, thermodynamics and dynamical systems. Empty space surrounds us, however is this space really empty? The space around us is governed by the rules of thermodynamics and physics and shows some interesting behavior when simulated and visualized in 3D. 3D Field Flow starts to tackle the challenge of making invisible space visible by using a 3D vector field to stimulate a cube of empty virtual space. The flow inside the empty space is made detectable by using a particle system to visualize the ever-changing values of air velocity inside the diffusing 3D field. The interactive installation allows users to brush the virtual 3D field, allowing them to directly affect invisible space. The particle system acts as the medium by which the viewers can realize their presence and affects on the invisible space.

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LORMALIZED = Lorenz + nOrmalization + Real-tiMe + interActive + visuaLize + partIcles + reZa + procEssing.org + 4D

Create your own and interact with the work here. Enjoy.

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According to wikipedia, “emergence is the way complex systems and patterns arise out of a multiplicity of relatively simple interactions.” Thus “EMERGENT” was created using a particle system that was given basic rules of behavior, this is very similar to swarm algorithms using in architecture to create 3D forms. The application/particle system was created/simulated using Processing and OpenGL. The particle trails (locations over time) were imported to Maya using a MEL script and then animated to show their growth over time. I developed a (pretty complex) Processing application that helped me simulate the particle system (300 particles, with per particle interaction) in real-time. This particle system’s simulation algorithm was made in such a way so that I could turn off and on different behaviors, and modify properties/parameters of the system/particle. Parameters like damping, attraction, separation, a spherical goal, particle weight, audio based weights, FFT based weights, brother (or like particle) attraction, spherical flocking, etc. The algorithm is quite complex, so I developed an interface (more on this later) for manipulating the system. So far I have found about 30 distinct swarming setting that produce different forms and exhibit different “behaviors”. The renders above and below represent the trails of the particles, the video represents the growth/movement of the particles over time. Animated/Rendered in Maya/Mental Ray.

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I have been playing around with the superformula for a week or two now and I am totally addicted to created different shapes, forms, lines, and designs using this formula. Initially I developed a 2D application to explore the formula, but now I have extended it to 3D with a couple more rendering/texturing options to help highlight the aesthetic that can be rendered from this formula.  The 3D application is minimal and fun to play with, download it here, or see more images after the link.

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You can find more information about Light Storm here.

reza_ali_opengl_glut_art_1 (more…)

reza_3d_datavis

To play with the live application go here!



This animation was made for a MEL Scripting class at UCSB. I had a lot of fun with this. I used the swarming expression that I developed earlier and a MEL Script to follow the birds and trace curves along their position. These curves were then extruded and animated to make the structure come alive. The materials were driven by random functions and sinusoid functions. The video demonstrates flocking, then flocking influenced by sinusoidal wind vector field, then object avoidance, and final predator avoidance with a cube boundary.  All other art direction was all me, camera cuts, music, shots, etc. The music is “Poseidon” by BT.