It was interesting to read about the traditional photographic methods like daguerreotype because I took an introductory course last semester working with the processing chemicals and emulsion. Compared to the immediate feedback we receive taking digital photos today, the procedure is for processing photos and developing them takes somewhat delicate procedures. Therefore it was interesting to think about how the photographs would have transitioned for observing astronomy/space. In terms of new exploration made possible by scientific approaches to imaging, as the reading mentions Raman spectroscopy provides artists insight to molecular structures that is normally not visible to the naked eye. Similarly, development of technology and scientific perspective of observing the world offers artists not only deeper understanding of their subjects but also a different lens to see the world.
Author: Sarah Yun
Hugues Bruyère – Dpt
I was interested in this on-going exploration by Hugues Bruyère @Dpt. He uses Stable Diffusion and SDXL Turbo to create the real-time images shown on the magnifying glass. The images adapt and change reflecting its background with the given prompt of style Hugues assigns in Stable Diffusion. What I thought was interesting about this particular project was that you get a comparison between what we perceive and how the same subject is perceived by the computer in real time. It is a constantly shifting and adapting filter in the lens of the computer.
3D Gaussian Splatting – Polycam
Over the summer I got to read a little about 3D Gaussian Splatting, which is an innovative method to render complex 3d scenes from a video. It is not necessarily a device, but I thought it was an interesting technique to share. It is faster to render and produces unprecedented level of detail compared to more traditional methods using Nerfs. Instead of using polygons to model the subject the system uses a mathematical method called structure-from-motion to find the differences between each photos (frames from the input video) to model using dots or gaussian points in 3d space. Due to the nature of Gaussian points, I think it adopts a brushstroke-like style in the renders.
Examples from Polycam.