Lastly – we’re putting the final touches on our setup and implement a simple automatic edge detection (based on a similar Kernel we’ve discussed in Part IV). This allows us to drive point scattering to be along any edges in our input image. Makes for a rather nice point (and triangle) distribution. This is the last part in the Poly Rembrandt series of tutorials – may you build many funny setups with it!

CREATED BY

MORITZ SCHWIND

Still thinks “Space: 1999” is the coolest thing that ever happened on german TV. Be it pixels, hardware, code or cameras – if it’s interesting, Moritz is gonna take it apart. And sometimes even reassemble it. In his spare time he likes to dabble with code and create generative artwork. He claims his early exposure to QBasic is no help at all when working in Houdini, Cinema 4D, Processing or Arduino. But it might have been what started his fascination for the boundaries of code and art. When not wreaking havoc to any intriguing devices around him, he works as a freelance Art Director / Technical Director.

More from Moritz Schwind

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