Non-place, non-time.
stranded(ness) is an algorithmic system built with WebGL and a custom fragment shader. Moving gradients, linear or angular, are domain-warped by multiple layers of Simplex noise. The resulting field is then quantized into 1-bit monochrome through dithering. The work plays on the duality of its title: the tangible quality of interwoven strands, and the quiet condition of being marooned.
Cataloged on Raster and Verse.
SPACE / click — pause/unpause animation ·
F — fullscreen ·
C — toggle cursor ·
X — cover mode ·
S — export PNG ·
G — export GIF