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The 5 images below were inspired by these journal doodles from November of 2022.


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blks_A.1   April 30, 2023


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blks_A.2   April 30, 2023


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blks_A.6   April 30, 2023


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blks_C.1   April 30, 2023


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blks_C.5   April 30, 2023


The two animations below were entries in the 2022 Side Effects Mardini Challenge. Won a T-shirt for "Vellum Grains". Woo-hoo!

Vellum Tetrahedral Softbody   Houdini/Redshift: March, 2022 (2x240 frame cycle, no audio)


Vellum Grains   Houdini/Redshift: March, 2022 (2x240 frame cycle)



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The 4 images below were inspired by this journal doodle from late 1983.


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Untitled   Houdini/Redshift: June 5, 2021


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Untitled   Houdini/Redshift: June 5, 2021


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Untitled   Houdini/Redshift: June 5, 2021


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Untitled   Houdini/Redshift: June 5, 2021



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Untitled   Houdini/Redshift: June 4, 2021


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Untitled   Houdini/Redshift: June 4, 2021


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Untitled   Houdini/Redshift: June 4, 2021


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Untitled   Houdini/Redshift: June 4, 2021


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Untitled   Houdini/Redshift: June 4, 2021


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Untitled   Houdini/Redshift: May 17, 2021



Waiting for Somen   Houdini/Redshift: August, 2020

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Multiple "Fractal Landscape" images, originally created in 1985, were used as texture maps in this new piece rendered in 2019. (See the "Frac Land" images located under the 1980s for more information.)

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Frac Land Redux   Houdini/Redshift: October, 2019


Disney Cloud with Metaballs   Houdini/Redshift: September, 2018


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3-Dementia   Houdini/Redshift: April 21, 2018


Name tag outside an apartment door entrance. A red sphere for her, a blue cube for him.

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Red Sphere Blue Cube   Houdini/Redshift: November 2017


A sequence of test images generated with Octane Render.

I loved the software, and the render speed was amazing compared to CPU renders. However, I never used Octane on any real productions and ended up making the (happy) transition to Redshift, instead.

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Octane City 1   Houdini/Octane: August, 2015


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Octane City 2   Houdini/Octane: August, 2015


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Octane City 3   Houdini/Octane: August, 2015



Vertically tileable animation that was (never) used as a background element in the menu window of an older version of the AFCG web site.

Menu_Bkgr_Sphr (2x180 frame cycle)   Houdini/Mantra: August, 2010

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Transition tests.

CG Transitions   Houdini/Mantra: November 2004 (no audio)


Self portraits using the experimental shader "Radiant" with Houdini.

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SP 2 & 3   Houdini/Radiant: 2003


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SP 1   Houdini/Radiant: 2003

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Metaballs   Prisms/Mantra: mid 90's


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Egg Ships   Prisms/Mantra: mid 90's


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Barrier 1   Prisms/Mantra: mid 90's


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Stepping Stones   Prisms/Mantra: mid 90's


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Barrier 2   Prisms/Mantra: mid 90's


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Barriet 3   Prisms/Mantra: mid 90's


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Barriet 4   Prisms/Mantra: mid 90's


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Sentinels   Prisms/Mantra: mid 90's


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Sand Arcs   Prisms/Mantra: mid 90's


Glass Cubes & Dune Grass   Prisms/Mantra: mid 90's


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Wire Spheres   Prisms/Mantra: mid 90's

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Texture and geometry deformation tests created in the mid 80's.

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Textured Columns   Omnibus/Crystal: 1986

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Chrome Column   Omnibus/Crystal: 1986

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Textured Blocks   Omnibus/Crystal: 1986

Chrome Column   Omnibus/Crystal: 1986


The 12 images below were created in 1985 using a single, 8 bit monochrome fractal pattern combined with flat geometric shapes, and rendered with an experimental displacement shader written by David Gordon.

Limited shading options were overcome by extracting soft-edged "slices" of the grey-scale fractal texture, rendering each slice with different shader parameters, copying the soft-edge values to the alpha channel, and compositing the rendered slices together to create single images.

The 720x486 resolution images were rendered and composited on a VAX 11/780 computer located at the Omnibus New York studios, and photographed from a monitor using a Pentax 35mm still camera.

This series of images was later submitted, and accepted, as my entry for the 1986 SIGGRAPH Art Show. However, along with the acceptance notice, the Art Show Committee asked that I select only one or two pieces for the exhibition.

In my youthful arrogance I told them I wanted all 12 images in the show.

I never heard back from the SIGGRAPH Art Show committee and, because of work deadlines, I never followed up. Sadly, no images from the "Frac Land" series made it into the exhibition.

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Frac Land (Series)   1985

This software and workflow was later used in an animated promo I created for Cinemax.

Cinemax Open (segment)   Omnibus, 1986


These next four images were created around 1985 using a mouse and paint program that came with the IBM PC. The final output was on grey paper using a dot-matrix printer.

These are not technically "CG" images, but were created using a PC, so, what the heck.

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Brain Worm   1985: 18.0cm x 12.5cm, on paper


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Floyd, F, Akemi   1985: 18.0cm x 12.5cm, on paper


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Run!   1985: 18.0cm x 12.5cm, on paper


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Money Worries   1985: 18.0cm x 12.5cm, on paper


From late 1982 through August of 1983, I was working at Vertigo Computer Imagery in Vancouver. While becoming familiar with their hardware and software, and before starting any commercial projects, I enjoyed creating various personal stills and animations.

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Various Stills   1982-1983


In late 1980, by some great fortune, I came across an announcement for a computer course to be given at Simon Fraser University beginning in January of 1981. The class was called "Art & Computers" and was taught by Jerry Barenholtz. There were no pre-requisites for acceptance, and the cost was $44.00. There ended up being about 6 other students in the class, which was held on Tuesday evenings from 6 to 8PM.

It changed my life.

Having practically no experience with computers, I found myself using an Evans and Sutherland Picture Systems II, front-ended by a DEC PDP-11. This system was capable of real-time vector graphics that could be manipulated by a scripting language, (GRAX), or in real time with knobs and buttons. Jerry was a patient instructor and it didn't take long before I was comfortable with the system and creating various animations.

For final output, a 16mm film camera was set-up in front of the high-resolution monitor, and controlled by software to record one frame at a time.

My first computer animations were created on this system, including "Time Lines", a 2 1/2 minute piece featuring an original soundtrack by John S. Gray. Unfortunately, the film has been lost, and all that's left are a few low-resolution stills and this 30 second segment from a 3/4 videotape.

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Time Lines   SFU/GRAX: 1981

Time Lines (surviving segment)   SFU/GRAX: 1981 Music: John S. Gray

It's a little ironic that my "first computer" was such a high end system, but the experience convinced me to switch over to computer graphics and learn how to program.

However, after the SFU course, I no longer had access to a computer and definitely couldn't afford to buy my own. So, I would hang out at various Vancouver stores that had PC's on display, like, Radio Shack, home electronics shops, and even some department stores.

Once I got on a machine, (after waiting impatiently for young kids to stop fooling around on them), I'd spend as much time as possible, with an instruction book, learning the "BASIC" programming language. Eventually, I'd be asked to leave the store, so I'd just move on to the next one. And, that's how I started learning how to program.