The results of a 2003/2004 exploration of generated solids, inspired by a close reading of Gerald & Pokorny’s Computer Graphics.
These are an approach to 3D graphics from the bottom-up, developing rendering and modeling logic in code for execution in Max/MSP and Jitter. Initial efforts to create a complete rendering engine failed, but access to OpenGL rendering libraries freed us up from the need to handle such details as depth-sorting, and let us deconstruct the rendering process somewhat to remove normal depth cues such as shading and let the projected image work more effectively as a 2-dimensional composition.
See animated versions of some of these images on video.teczno.com. See more images, investigating color transitions and texture application. Also, check out a portion of the communication software used to pass modelling information to the rendering machine.