Showing posts with label art. Show all posts
Showing posts with label art. Show all posts

Tuesday, 15 November 2011

Materiality and the demoscene: when does a platform feel real?

I've just finished reading Daniel Botz's 428-page PhD dissertation "Kunst, Code und Maschine: Die Ästhetik der Computer-Demoszene".

The book is easily the best literary coverage of the demoscene I've seen so far. It is basically a history of demos as an artform with a particular emphasis on the esthetical aspects of demos, going very deeply into different styles and techniques and their development, often in relation to the features of the three "main" demoscene platforms (C-64, Amiga and PC).

What impressed me the most in the book and gave me most food for thought, however, was the theoretical insight. Botz uses late Friedrich Kittler's conception of media materiality as a theoretical device to explain how the demoscene relates to the hardware platforms it uses, often contrasting the relationship to that of the mainstream media art. In short: the demoscene cares about the materiality of the platforms, while the mainstream art world ignores it.

To elaborate: mainstream computer artists regard computers as tools, universal "anything machines" that can translate pure, immaterial, technology-independent ideas into something that can be seen, heard or otherwise experienced. Thus, ideas come before technology. Demosceners, however, have an opposite point of view; for them, technology comes before ideas. A computer platform is seen as a material that can be brought into different states, in a way comparable to how a sculptor brings blocks of stone into different forms. The possibilities of a material can be explored with direct, uncompromising interaction such as low-level programming. The platform is not neutral, its characteristics are essential to what demos written for it end up being like. While a piece of traditional computer art can often be safely removed from its specific technological context, a demo is no longer a demo if the platform is neglected.

The focus on materiality also results in a somewhat unusual relationship with technology. For most people, computer platforms are just evolutionary stages on a timeline of innovation and obsolescence. A device serves for a couple of years before getting abandoned in favor of a new model that is essentially the same with higher specs. The characteristics of a digital device boil down to numerical statistics in the spirit of "bigger is better". The demoscene, however, sees its platforms as something more multi-faceted. An old computer or gaming console may be interesting as an artistic material just because of its unique combination of features and limitations. It is fine to have historical, personal or even political reasons for choosing a specific platform, but they're not necessary; the features of the system alone are enough to grow someone's creative enthusiasm. As so many people misunderstand the relationship between demoscene and old hardware as a form of "retrocomputing", it is very delightful to see such an accurate insight to it.

But is it really that simple?

I'm not entirely familiar with the semantic extent of "materiality" in media studies, but it is apparent that it primarily refers to physicality and concreteness. In many occasions, Botz contrasts materiality against virtuality, which, I think, is an idea that stems from Gilles Deleuze. This dichotomy is simple and appealing, but I disagree with Botz in how central it is to what the demoscene is doing. After all, there are, for example, quite many 8-bit-oriented demoscene artists who totally approve virtualization. Artists who don't care whether their works are shown with emulators or real hardware at parties, as long as the logical functionality is correct. Some even produce art for the C-64 without having ever owned a material C-64. Therefore, virtualization is definitely not something that is universally frowned upon on the demoscene. It is apparently also possible to develop a low-level, concrete material relationship with an emulated machine, a kind of "material" that is totally virtual to begin with!

Computer programming is always somewhat virtual, even in its most down-to-the-metal incarnations. Bits aren't physical objects; concentrations of electrons only get the role of bits from how they interact with the transistors that form the logical circuits. A low-level programmer who strives for a total, optimal control of a processor doesn't need to be familiar with these material interactions; just knowing the virtual level of bits, registers, opcodes and pipelines is enough. The number of abstraction layers between the actual bit-twiddling and the layer visible to the programmer doesn't change how programming a processor feels like. A software emulator or an FPGA reimplementation of the C-64 can deliver the same "material feeling" to the programmer as the original, NMOS-based C-64. Also, if the virtualization is perfect enough to model the visible and audible artifacts that stem from the non-binary aspects of the original microchips, even a highly experienced enthusiast can be fooled.

I therefore think it is more appropriate to consider the "feel of materiality" that demosceners experience to stem from the abstract characteristics of the platform than its physicality. Programming an Atari VCS emulator running in an X86 PC on top of an operating system may very well feel more concrete than programming the same PC directly with the X86 assembly language. When working with a VCS, even a virtualized one, a programmer needs to be aware of the bit-level machine state at all times. There's no display memory in the VCS; the only way to draw something on the screen is by telling the processor to put specific values in specific video chip registers at specific clock cycles. The PC, however, does have a display memory that holds the pixel values of the on-screen picture, as well as a video chip that automatically refreshes its contents to the screen. A PC programmer can therefore use very generic algorithms to render graphics in the display memory without caring about the underlying hardware, while on the VCS everything needs to be thought out from the specific point of view of the video chip and the CPU.

It seems that the "feel of materiality" has particularly much to do with complexity -- of both the platform and the manipulated data. A high-resolution picture, taking up megabytes of display memory, looks nearly identical on a computer screen regardless of whether it is internally represented in RGB or YUV colorspace. However, when we get a pixel artist to create versions of the same picture for various formats that use less than ten kilobytes of display memory, such as PC textmode or C-64 multicolor, the specific features and constraints of each format shine out very clearly. High levels of complexity allow for generic, platform-independent and general-purpose techniques whereas low levels of complexity require the artist to form a "material relationship" with the format.

Low complexity and the "feel of materiality" are also closely related to the "feel of total control" which I regard as an important state that demosceners tend to reach for. The lower the complexity of a platform, the easier it is to reach a total understanding of its functionality. Quite often, coders working on complex platforms choose to deliberately lower the perceived complexity by concentrating on a reduced, "essential" subset of the programming interface and ignoring the rest. Someone who codes for a modern PC, for example, may want to ignore the polygonal framework of the 3D API altogether and exclusively concentrate on shader code. Those who write softsynths, even for tiny size classes, tend to ignore high-level synthesis frameworks that may be available on the OS and just use a low-level PCM-soundbuffer API. Subsets that provide nice collections of powerful "Lego blocks" are the way to go. Even though bloated system libraries may very well contain useful routines that can be discovered and abused in things like 4-kilobyte demos, most democoders frown upon this idea and may even consider it cheating.

Emulators, virtual platforms and reduced programming interfaces are ways of creating pockets of lowered complexity within highly complex systems -- pockets that feel very "material" and controllable for a crafty programmer. Even virtual platforms that are highly abstract, idealistic and mathematical may feel "material". The "oneliner music platform", merely defined as C-like expression syntax that calculates PCM sample values, is a recent example of this. All of its elements are defined on a relatively high level, no specification of any kind of low-level machine, virtual or otherwise. Nevertheless, a kind of "material characteristic" or "immanent esthetics" still emerges from this "platform", both in how the sort formulas tend to sound like and what kind of hacks and optimizations are better than others.

The "oneliner music platform" is perhaps an extreme example, but in general, purely virtual platforms have been there for a while already. Things like Java demos, as well as multi-platform portable demos, have been around since the late 1990s, although they've usually remained quite marginal. For some reason, however, Botz seems to ignore this aspect of the demoscene nearly completely, merely stating that multi-platform demos have started to appear "in recent years" and that the phenomenon may grow bigger in the future. Perhaps this is a deliberate bias chosen to avoid topics that don't fit well within Botz's framework. Or maybe it's just an accident. I don't know.

Conclusion

To summarize: when Botz talks about the materiality of demoscene platforms, he often refers to phenomena that, in my opinion, could be more fruitfully analyzed with different conceptual devices, especially complexity. Wherever the dichotomy of materiality and immateriality comes up, I see at least three separate conceptual dimensions working under the hood:

1. Art vs craft (or "idea-first" vs "material-first"). This is the area where Botz's theory works very well: demoscene is, indeed, more crafty or "material-first" than most other communities of computer art. However, the material (i.e. the demo platform) doesn't need to be material (i.e. physical); the crafty approach works equally well with emulated and purely virtual platforms. The "artsy" approach, leading to conceptual and "avant-garde" demos, has gradually become more and more accepted, however there's still a lot of crafty attitude in "art demos" as well. I consider chip musicians, circuit-benders and homebrew 8-bit developers about as crafty on average as demosceners, by the way.

2. Physicality vs virtuality. There's a strong presence of classic hardware enthusiasm on the demoscene as well as people who build their own hardware, and they definitely are in the right place. However, I don't think the physical hardware aspect is as important in the demoscene as, for example in the chip music, retrogaming and circuit-bending communities. On the demoscene, it is more important to demonstrate the ability to do impressive things in limited environments than to be an owner of specific physical gear or to know how to solder. A C-64 demo can be good even if it is produced with an emulator and a cross-compiler. Also, as demo platforms can be very abstract and purely virtual as well and still be appealing to the subculture, I don't think there's any profound dogma that would drive demosceners towards physicality.

3. Complexity. The possibility of forming a "material relationship" with an emulated platform shows that the perception of "materiality", "physicality" and "controllability" is more related to the characteristics of the logical platform than to how many abstraction layers there are under the implementation. A low computational complexity, either in the form of platform complexity or program size, seems to correlate with a "feeling of concreteness" as well as the prominence of "emergent platform-specific esthetics". What I see as the core methodology of the demoscene seems to work better at low than high levels of complexity and this is why "pockets of lowered complexity" are often preferred by sceners.

Don't take me wrong: despite all the disagreements and my somewhat Platonist attitude to abstract ideas in general, I still think virtuality and immateriality have been getting too much emphasis in today's world and we need some kind of a countercultural force that defends the material. Botz also covers possible countercultural aspects of the demoscene, deriving them from the older hacker culture, and I found all of them very relevant. My basic disagreement comes from the fact that Botz's theory doesn't entirely match with how I perceive the demoscene to operate, and the subculture as a whole cannot therefore be put under a generalizing label such as "defenders and lovers of the materiality of the computer".

Anyway, I really enjoyed reading Botz's book and especially appreciated the theoretical insight. I recommend the book to everyone who is interested in the demoscene, its history and esthetic variety, AND who reads German well. I studied the language for about five years at school but I still found the text quite difficult to decipher at places. I therefore sincerely hope that my problems with the language haven't led me to any critical misunderstandings.

Wednesday, 7 September 2011

A new propaganda tool: Post-Apocalyptic Hacker World

I visited the Assembly demo party this year, after two years of break. It seemed more relevant than in a while, because I had an agenda.

For a year or so, I have been actively thinking about the harmful aspects of people's relationships with technology. It is already quite apparent to me that we are increasingly under the control of our own tools, letting them make us stupid and dependent. Unless, of course, we promote a different world, a different way of thinking, that allows us to remain in control.

So far, I've written a couple of blog posts about this. I've been nourishing myself with the thoughts of prominent people such as Jaron Lanier and Douglas Rushkoff who share the concern. I've been trying to find ways of promoting the aspects of hacker culture I represent. Now I felt that the time was right for a new branch -- an artistic one based on a fictional
world.

My demo "Human Resistance", that came 2nd in the oldskool demo competition, was my first excursion into this new branch. Of course, it has some echoes of my earlier productions such as "Robotic Liberation", but the setting is new. Instead of showing ruthless machines genociding the helpless mankind, we are dealing with a culture of ingenious hackers who manage to outthink a superhuman intellect that dominates the planet.



"Human Resistance" was a relatively quick hack. I was too hurried to fix the problems in the speech compressor or to explore the real potential of Tau Ceti -style pseudo-3D rendering. The text, however, came from my heart, and the overall atmosphere was quite close to what I intended. It introduces a new fictional world of mine, a world I've temporarily dubbed "Post-Apocalyptic Hacker World" (PAHW). I've been planning to use this world not only in demo productions but also in at least one video game. I haven't released anything interactive for like fifteen years, so perhaps it's about time for a game release.

Let me elaborate the setting of this world a little bit.

Fast-forward to a post-singularitarian era. Machines control all the resources of the planet. Most human beings, seduced by the endless pleasures of procedurally-generated virtual worlds, have voluntarily uploaded their minds into so-called "brain clusters" where they have lost their humanity and individuality, becoming mere components of a global superhuman intellect. Only those people with a lot of willpower and a strong philosophical stance against dehumanization remained in their human bodies.

Once the machines initiated an operation called "World Optimization", they started to regard natural formations (including all biological life) as harmful and unpredictable externalities. As a result, planet Earth has been transformed into something far more rigid, orderly and geometric. Forests, mountains, oceans or clouds no longer exist. Strange, lathe-like artifacts protrude from vast, featureless plains. Those who had studied ancient pop culture immediately noticed a resemblance to some of the 3D computer graphics of the 1980s. The real world has now started to look like the computed reality of Tron or the futuristic terrains of video games such as Driller, Tau Ceti and Quake Minus One.

Only a tiny fraction of biological human beings survived World Optimization. These people, who collectively call themselves "hackers", managed to find and exploit the blind spots of algorithmic logic, making it possible for them to establish secret, self-relying underground fortresses where human life can still struggle on. It has become a necessity for all human beings to dedicate as much of their mental capacities as possible to outthinking the brain clusters in order to eventually conquer them.

Many of the tropes in Post-Apocalyptic Hacker World are quite familiar. A human resistance movement fighting against a machine-controlled world, haven't we seen this quite many times already? Yes, we have, but I also think my approach is novel enough to form a basis for some cutting-edge social, technological and political commentary. By emphasizing things like the role of total cognitive freedom and radical understanding of things' inner workings in the futuristic hacker culture, it may be possible to get people realize their importance in the real world as well. It is also quite possible to include elements from real-life hacker cultures and mindsets in the world, effectively adding to their interestingness.

The "PAHW game" (still without a better title) is already in an advanced stage of pre-planning. It is going to become a hybrid CRPG/strategy game with random-generated worlds, very loose scripting and some very unique game-mechanical elements. This is just a side project so it may take a while before I have anything substantial to show, but I'll surely let you know once I have. Stay tuned!

Tuesday, 21 June 2011

The 16-byte frontier: extreme results from extremely small programs.

While mainstream software has been getting bigger and more bloated year after year, the algorithmic artists of the demoscene have been following the opposite route: building ever smaller programs to generate ever more impressive audiovisual show-offs.

The traditional competition categories for size-limited demos are 4K and 64K, limiting the size of the stand-alone executable to 4096 and 65536 bytes, respectively. However, as development techniques have gone forward, the 4K size class has adopted many features of the 64K class, or as someone summarized it a couple of years ago, "4K is the new 64K". There are development tools and frameworks specifically designed for 4K demos. Low-level byte-squeezing and specialized algorithmic beauty have given way to high-level frameworks and general-purpose routines. This has moved a lot of "sizecoding" activity into more extreme categories: 256B has become the new 4K. For a fine example of a modern 256-byter, see Puls by Rrrrola.



The next hexadecimal order of magnitude down from 256 bytes is 16 bytes. Yes, there are some 16-byte demos, but this size class has not yet established its status on the scene. At the time of writing this, the smallest size category in the pouet.net database is 32B. What's the deal? Is the 16-byte limit too tight for anything interesting? What prevents 16B from becoming the new 256B?

Perhaps the most important platform for "bytetros" is MS-DOS, using the no-nonsense .COM format that has no headers or mandatory initialization at all. Also, in .COM files we only need a couple of bytes to obtain access to most of the vital things such as the graphics framebuffer. At the 16-byte size class, however, these "couples of bytes" quickly fill up the available space, leaving very little room for the actual substance. For example, here's a disassembly of a "TV noise" effect (by myself) in fifteen bytes:
addr  bytes     asm
0100 B0 13 MOV AL,13H
0102 CD 10 INT 10H
0104 68 00 A0 PUSH A000H
0107 07 POP ES
0108 11 C7 ADC DI,AX
010A 14 63 ADC AL,63H
010C AA STOSB
010D EB F9 JMP 0108H

The first four lines, summing up to a total of eight bytes, initialize the popular 13h graphics mode (320x200 pixels with 256 colors) and set the segment register ES to point in the beginning of this framebuffer. While these bytes would be marginal in a 256-byte demo, they eat up a half of the available space in the 16-byte size class. Assuming that the infinite loop (requiring a JMP) and the "putpixel" (STOSB) are also part of the framework, we are only left with five (5) bytes to play around with! It is possible to find some interesting results besides TV noise, but it doesn't require many hours from the coder to get the feeling that there's nothing more left to explore.

What about other platforms, then? Practically all modern mainstream platforms and a considerable portion of older ones are out of the question because of the need for long headers and startup stubs. Some platforms, however, are very suitable for the 16-byte size class and even have considerable advantages over MS-DOS. The hardware registers of the Commodore 64, for example, are more readily accessible and can be manipulated in quite unorthodox ways without risking compatibility. This spares a lot of precious bytes compared to MS-DOS and thus opens a much wider space of possibilities for the artist to explore.

So, what is there to be found in the 16-byte possibility space? Is it all about raster effects, simple per-pixel formulas and glitches? Inferior and uglier versions of the things that have already made in 32 or 64 bytes? Is it possible to make a "killer demo" in sixteen bytes? A recent 23-byte Commodore 64 demo, Wallflower by 4mat of Ate Bit, suggests that this might be possible:



The most groundbreaking aspect in this demo is that it is not just a simple effect but appears to have a structure reminiscent of bigger demos. It even has an end. The structure is both musical and visual. The visuals are quite glitchy, but the music has a noticeable rhythm and macrostructure. Technically, this has been achieved by using the two lowest-order bytes of the system timer to calculate values that indicate how to manipulate the sound and video chip registers. The code of the demo follows:
* = $7c
ora $a2
and #$3f
tay
sbc $a1
eor $a2
ora $a2
and #$7f
sta $d400,y
sta $cfd7,y
bvc $7c

When I looked into the code, I noticed that it is not very optimized. The line "eor $a2", for example, seems completely redundant. This inspired me to attempt a similar trick within the sixteen-byte limitation. I experimented with both C-64 and VIC-20, and here's something I came up with for the VIC-20:
* = $7c
lda $a1
eor $9004,x
ora $a2
ror
inx
sta $8ffe,x
bvc $7c

Sixteen bytes, including the two-byte PRG header. The visual side is not that interesting, but the musical output blew my mind when I first started the program in the emulator. Unfortunately, the demo doesn't work that well in real VIC-20s (due to an unemulated aspect of the I/O space). I used a real VIC-20 to come up with good-sounding alternatives, but this one is still the best I've been able to find. Here's an MP3 recording of the emulator output (with some equalization to silent out the the noisy low frequencies).

And no, I wasn't the only one who was inspired by Wallflower. Quite soon after it came out, some sceners came up with "ports" to ZX Spectrum (in 12 or 15 bytes + TAP header) and Atari XL (17 bytes of code + 6-byte header). However, I don't think they're as good in the esthetic sense as the original C-64 Wallflower.

So, how and why does it work? I haven't studied the ZX and XL versions, but here's what I've figured out of 4mat's original C-64 version and my VIC-20 experiment:

The layout of the zero page, which contains all kinds of system variables, is quite similar in VIC-20 and C-64. On both platforms, the byte at the address $A2 contains a counter that is incremented 60 times per second by the system timer interrupt. When this byte wraps over (every 256 steps), the byte at the address $A1 is incremented. This happens every 256/60 = 4.27 seconds, which is also the length of the basic macrostructural unit in both demos.

In music, especially in the rhythms and timings of Western pop music, binary structures are quite prominent. Oldschool homecomputer music takes advantage of this in order to maximize simplicity and efficiency: in a typical tracker song, for example, four rows comprise a beat, four beats (16 rows) comprise a bar, and four bars (64 rows) comprise a pattern, which is the basic building block for the high-level song structure. The macro-units in our demos correspond quite well to tracker patterns in terms of duration and number of beats.

The contents of the patterns, in both demos, are calculated using a formula that can be split into two parts: a "chaotic" part (which contains additions, XORs, feedbacks and bit rotations), and an "orderly" part (which, in both demos, contains an OR operation). The OR operation produces most of the basic rhythm, timbres and rising melody-like elements by forcing certain bits to 1 at the ends of patterns and smaller subunits. The chaotic part, on the other hand, introduces an unpredictable element that makes the output interesting.

It is almost a given that the outcomes of this approach are esthetically closer to glitch art than to the traditional "smooth" demoscene esthetics. Like in glitching and circuit-bending, hardware details have a very prominent effect in "Wallflower variants": a small change in register layout can cause a considerable difference in what the output of a given algorithm looks and sounds like. Demoscene esthetics is far from completely absent in "Wallflower variants", however. When the artist chooses the best candidate among countless of experiments, the judgement process strongly favors those programs that resemble actual demos and appear to squeeze a ridiculous amount of content in a low number of bytes.

When dealing with very short programs that escape straightforward rational understanding by appearing to outgrow their length, we are dealing with chaotic systems. Programs like this aren't anything new. The HAKMEM repository from the seventies provides several examples of short audiovisual hacks for the PDP-10 mainframe, and many of these are adaptations of earlier PDP-1 hacks, such as Munching Squares, dating back to the early sixties. Fractals, likewise producing a lot of detail from simple formulas, also fall under the label of chaotic systems.

When churning art out of mathematical chaos, be that fractal formulas or short machine-code programs, it is often easiest for the artist to just randomly try out all kinds of alternatives without attempting to understand the underlying logic. However, this easiness does not mean that there is no room for talent, technical progress or rational approach in the 16-byte size class. Random toying is just a characteristic of the first stages of discovery, and once a substantial set of easily discoverable programs have been found, I'm sure that it will become much more difficult to find new and groundbreaking ones.

Some years ago, I made a preliminary design for a virtual machine called "Extreme-Density Art Machine" (or EDAM for short). The primary purpose of this new platform was to facilitate the creation of extremely small demoscene productions by removing all the related problems and obstacles present in real-world platforms. There is no code/format overhead; even an empty file is a valid EDAM program that produces a visual result. There will be no ambiguities in the platform definition, no aspects of program execution that depend on the physical platform. The instruction lengths will be optimized specifically for visual effects and sound synthesis. I have been seriously thinking about reviving this project, especially now that there have been interesting excursions to the 16-byte possibility space. But I'll tell you more once I have something substantial to show.

Thursday, 2 June 2011

What should big pixels look like?

There has been some fuss recently about a new algorithm that vectorizes pixel art. And yes, judging from the example pictures, this algorithm by Johannes Kopf and Dani Lischinski indeed seems to produce results superior to the likes of hq*x and scale*x or mainstream vectorization algorithms. Let me duplicate the titular example for reference:
Impressive, yes, but as in case with all such algorithms, the first question that came to my mind was: "But does it manage dithering and antialiasing?". The paper explicitly answers this question: no.

All the depixelization algorithms so far have been succesful only with a specific type of pixel art. Pixel art of a cartoonish style that has clear lines and not too many details. This kind of pixel art may have been mainstream in Japan, but in the Western sphere, especially in Europe, there has been a strong tradition of optimalism: the tendency of maximizing the amount of detail and shading within the limited grid of pixels. An average pixel artwork on the Commodore 64 or the ZX Spectrum has an extensive amount of careful manual dithering. If we wish to find a decent general-purpose pixel art depixelization algorithm, it would definitely need to take care of that.

I once experimented by writing an undithering filter that attempts to smooth out dithering while keeping non-dithering-related pixels intact. The filter works as follows:
  • Flag a pixel as a dithering candidate if it differs enough from its cardinal neighborhood (no more than one of the four neighbors are more similar to the reference pixel than the neighbor average).
  • Extend the area of dither candidates: flag a pixel if at least five of its eight neighbors are flagged. Repeat until no new pixels are flagged.
  • For each flagged pixel, replace its color with the weighed average of all the flagged pixels within the surrounding 3x3 rectangle.
Would it be possible to improve the performance of a depixelization algorithm by first piping the picture thru my undithering filter? Let's try out. Here is an example of how the filter manages with a fullscreen C-64 multicolor-mode artwork (from the demoscene artist Frost of Panda Design) and how the results are scaled by the hq4x algorithm:

The undithering works well enough within the smooth areas, and hq4x is even able to recognize the undithered areas as gradients and smooth them a little bit further. However, when looking at the border between the nose and the background, we'll notice careful manual antialiasing that even adds some lonely dithering pixels to smooth out the staircasing. My algorithm doesn't recognize these lonely pixels as dithering, and neither does it recognize the loneliest pixels in the outskirts of dithered gradients as dithering. It is a difficult task to algorithmically detect whether a pixel is intended to be a dithering pixel or a contour/detail pixel. Detecting antialiasing would be a totally different task, requiring a totally new set of processing stages.

There seems to be still a lot of work to do. But suppose that, some day, we will discover the ultimate depixelization algorithm. An image recognition and rerendering pipeline that succesfully recognizes and interprets contours, gradients, dithering, antialiasing and everything else in all conceivable cases, and rerenders it in a high resolution and color without any distracting artifacts. Would that be the holy grail? I wouldn't say so.

The case is that we already have the ultimate depixelization algorithm -- the one running in the visual subsystem of the human brain. It is able to fill in amazing amounts of detail when coping with low amounts of reliable data. It handles noisiness and blurriness better than any digital system. It can extrapolate very well from low-complexity shapes such as silhouette drawings or groups of blurry dots on a CRT screen.

A fundamental problem with the "unlimited resolution" approach of pixel art upscaling is that it attempts to fill in details that aren't there -- a task in which the human brain is vastly superior. Replacing blurry patterns with crisp ones can even effectively turn off the viewer's visual imagination: a grid of blurry dots in the horizon can be just about anything, but if they get algorithmically substituted by some sort of crisp blobs, the illusion disappears. I think it is outright stupid to waste computing resources and watts for something that kills the imagination.

The reason why pixel art upscaling algorithms exist in the first place is that sharp rectangular pixels (the result of nearest-neighbor upscaling) look bad. And I have to agree with this. Too easily recognizable pixel boundaries distract the viewer from the art. The scaling algorithms designed for video scaling partially solve this problem with their interpolation, but the results are still quite bad for the opposite reason -- because there is no respect for the nature of the individual pixel.

When designing a general-purpose pixel art upscaling algorithm, I think the best route would go somewhere between the "unlimited resolution" approach and the "blurry interpolation" approach. Probably something like CRT emulation with some tasteful improvements. Something that keeps the pixels blurry enough for the visual imagination to work while still keeping them recognizable and crisp enough so that the beauty of the patterns can be appreciated.

Nevertheless, I was very fascinated by the Kopf-Lischinski algorithm, but not because of how it would improve existing art, but for its potential of providing nice, organic and blobby pixels to paint new art with. A super-low-res pixel art painting program that implements this kind of algorithm would make a wonderful toy and perhaps even vitalize the pixel art scene in a new and refreshing way. Such a vitalization would also be a triumph for the idea of Computationally Minimal Art which I have been advocating.

Monday, 15 March 2010

Defining Computationally Minimal Art (or, taking the "8" out of "8-bit")

[Icon Watch designed by &design]

Introduction


"Low-tech" and "8-bit" are everywhere nowadays. Not only are the related underground subcultures thriving, but "retrocomputing esthetics" seems to pop up every now and then in mainstream contexts as well: obvious chip sounds can be heard in many pop music songs, and there are many examples of "old video game style" in TV commercials and music videos. And there are even "pixel-styled" physical products, such as the pictured watch sold by the Japanese company "&design". I'm not a grand follower of popular culture, but it seems to me that the trend is increasing.


The most popular and widely accepted explanation for this phenomenon is the "nostalgia theory", i.e. "People of the age group X are collectively rediscovering artifacts from the era Y". But I'm convinced that there's more to it -- something more profound that is gradually integrating "low-tech" or "8-bit" into our mainstream cultural imagery.


Many people have became involved with low-tech esthetics via nostalgia, but I think it is only the first phase. Many don't experience this phase at all and jump directly to the "second phase", where pixellated graphics or chip sounds are simply enjoyed the way they are, totally ignoring the
historical baggage. There is even an apparent freshness or novelty value for some people. This happens with audiences that are "too young" (like the users of Habbo Hotel) or otherwise more or less unaffected by the "oldskool electronic culture" (like many listeners of pop music).


Since the role of specific historical eras and computer/gaming artifacts is diminishing, I think it is important to provide a neutral conceptual basis for "low-tech esthetics"; an independent and universal definition that does not refer to the historical timeline or some specific cultural technology. My primary goal in this article is to provide this definition
and label it as "Computationally Minimal Art". We will also be looking for support for the universality of Computationally Minimal Art and finding ur-examples that are even older than electricity.


A definition: Computationally Minimal Art


Once we strip "low-tech esthetics" from its historical and cultural connections, we will be left with "pixellated shapes and bleepy sounds" that share an essential defining element. This element stems from what is common to the old computing/gaming hardware in general, and it is perfectly possible to describe it in generic terms, without mentioning specific platforms or historical eras.


[Space Invaders sprite]

The defining element is LOW COMPUTATIONAL COMPLEXITY, as expressed in all aspects of the audiovisual system: the complexity of the platform (i.e. the number of transistors or logic gates in the hardware), the complexity of the software (i.e. the length in bits of the program code and static data), as well as the time complexity (i.e. how many state changes the computational
tasks require). A more theoretical approach would eliminate the differentiation of software and hardware and talk about description/program length, memory complexity and time complexity.


There's little more that needs to be defined; all the important visible and audible features of "low-tech" emerge from the various kinds of low complexity. Let me elaborate with a couple of examples:


  • A low computing speed leads to a low number of processed and output bits per time frame. In video output, this means low resolutions and limited color schemes. In audio output, this means simple waveforms on a low number of discrete channels.

  • A short program+data length, combined with a low processing speed, makes it preferrable to have a small set of small predefined patterns (characters, tiles, sprites) that are extensively reused.

  • A limited amount of temporary storage (emerging from the low hardware complexity) also supports the former two examples via the small amount of available video memory.

  • In general, the various types of low complexity make it possible for a human being (with some expertise) to "see the individual bits with a naked eye and even count them".

In order to complete the definition, we will still have to know what "low" means. It may not be wise to go for an arbitrary threshold here ("less than X transistors in logic, less than Y bits of storage and less than Z cycles per second"), so I would like to define it as "the lower the better". Of course, this does not mean that a piece of low-tech artwork would ideally
constitute of one flashing pixel and static square-wave noise, but that the most essential elements of this artistic branch are those that persist the longest when the complexity of the system approaches zero.


Let me therefore dub the idealized definition of "low-tech art" as Computationally Minimal Art (CMA).


To summarize: "Computationally Minimal Art is a form of discrete art governed by a low computational complexity in the domains of time, description length and temporary storage. The most essential features of Computationally Minimal Art are those that persist the longest when the
various levels of complexity approach zero."


How to deal with the low complexity?


Traditionally, of course, low complexity was the only way to go. The technological and economical conditions of the 1970s and 1980s made the microelectronic artist bump into certain "strict boundaries" very soon, so the art needed to be built around these boundaries regardless of the artist's actual esthetic ideals. Today, on the other hand, immense and virtually non-limiting amounts of computing capacity are available for practically everyone who desires it, so computational minimalism is nearly always a conscious choice. There are, therefore, clear differences in how the low complexity has been dealt with in different eras and
disciplines.


I'm now going to define two opposite approaches to low complexity in computational art: optimalism (or "oldschool" attitude), which aims at pushing the boundaries in order to fit in "as much beauty as possible", and reductivism (or "newschool" attitude), which idealizes the low complexity itself as a source of beauty.


Disclaimer: All the exaggeration and generalization is intentional! I'm intending to point out differences between various extremities, not to portray any existing "philosophies" accurately.


Optimalism


Optimalism is a battle of maximal goals against a minimal environment. There are absolute predefined boundaries that provide hard upper limits for the computational complexity, and these boundaries are then pushed by fitting as much expressive power as possible between them. This approach is the one traditionally applied to mature and static hardware platforms by the
video game industry and the demoscene, and it is characterized by the appreciation of optimization in order to reach a high content density regardless of the limitations.


[Frog, Landscape and a lot of Clouds by oys]

A piece of traditional European-style pixel graphics ("Frog, Landscape and a lot of Clouds" by oys) exemplifies many aspects of optimalism. The resolution and color constraints of a video mode (in this case, non-tweaked C-64
multicolor) provide the hard limits, and it is the responsibility of the artist to fill up the space as wisely and densely as possible. Large single-colored areas would look "unfinished", so they are avoided, and if it is possible to fit in more detail or dithering somewhere, it should be done. It is also avoidable to leave an available color unused -- an idea which leads to the infamous "Dutch color scheme" when applied to high/truecolor video modes.


When applied to chip music, the optimalist dogma tells, among all, to fill in all the silent parts and avoid "simple beeps". Altering the values of as many sound chip registers per frame as possible is thought to be efficient use of the chip. This adds to the richness of the sound, which is though to correlate with the quality of the music.


[Artefacts by Plush]

On platforms such as the Commodore 64, the demoscene and video game industry seem to have been having relatively similar ideals. Once an increased computing capacity becomes available, however, an important difference between these cultures is revealed. Whenever the video game
industry gets more disk space or other computational resources, it will try to use it up as aggressively as possible, without starting any optimization efforts until the new boundaries have been reached. The demoscene, on the other hand, values optimality and content density so much that it often prefers to stick to old hardware or artificial boundaries in order to keep the "art of optimality" alive. The screenshot is from the 4K demo "Artefacts" by Plush (C-64).


Despite the cultural differences, however, the core esthetic ideal of optimalism is always "bigger is better"; that an increased perceived content complexity is a requirement for increased beauty. Depending on the circumstances, more or less pushing of boundaries is required.


Reductivism


Reductivism is the diagonal opposite of optimalism. It is the appreciation of minimalism within a maximal set of possibilities, embracing the low complexity itself as an esthetic goal. The approach can be equated with the artistic discipline of minimal art, but it should be remembered that the idea is much older than that. Pythagoras, who lived around 2500 years ago, already appreciated the role of low complexity -- in the form of mathematical beauty such as simple numerical ratios -- in music and art.


The reductivist approach does not lead to a similar pushing of boundaries as optimalism, and in many cases, strict boundaries aren't even introduced. Regardless, a kind of pushing is possible -- by exploring ever simpler structures and their expressive power -- but most reductivists don't seem to be interested in this aspect. It is usually enough that the output comes out as "minimal enough" instead of being "as minimal as possible".


[VVVVVV by Terry Cavanagh]

The visuals of the recent acclaimed Flash-based platformer game, VVVVVV, are a good example of computational minimalism with a reductivist approach. The author, Terry Cavanagh, has not only chosen a set of voluntary "restrictions" (reminiscent of mature computer platforms) to guide the
visual style, but keeps to a reductivist attitude in many other aspects as well. Just look at the "head-over-heels"-type main sprite -- it is something that a child would be able to draw in a minute, and yet it is perfect in the same iconic way as the Pac-Man character is. The style totally serves its purpose: while it is charming in its simplicity and downright naivism, it
shouts out loud at the same time: "Stop looking at the graphics, have fun with the actual game instead!"


[Thrust]

Although reductivism may be regarded as a "newschool" approach, it is possible to find some slightly earlier examples of it as well. The graphics of the 1986 computer game Thrust, for example, has been drawn with simple geometrical lines and arcs. The style is reminiscent of older vector-based arcade games such as Asteroids and Gravitar, and it definitely serves a technical purpose on such hardware. But on home computers with bitmapped screens and sprites, the approach can only be an esthetical one.


Optimalism versus Reductivism


Optimalism and reductivism sometimes clash, and an example of this can be found in the chip music community. After a long tradition of optimalism thru the efforts of the video game industry and the demoscene, a new kind of cultural branch was born. This branch, sometimes mockingly called
"cheaptoon", seems to get most of its kicks from the unrefined roughness of the pure squarewave rather than the pushing of technological and musical boundaries that has been characteristic of the "oldschool way". To an optimalist, a reductivist work may feel lazy or unskilled, while an
optimalist work may feel like "too full" or "too refined" to a reductivist mindset.


Still, when working within constraints, there is room for both approaches. Quite often, an idea is good for both sides; a simple and short algorithm, for example, may be appreciated by an optimalist because the saved bytes leave room for something more,, while a reductivist may regard
the technical concept as beautiful on its own right.


Comparison to Low-Complexity Art


Now I would like to compare my definition of Computationally Minimal Art to another concept with a somewhat similar basis: Jürgen Schmidhuber's Low-Complexity Art.


[A low-complexity face picture by Juergen Schmidhuber]

While CMA is an attempt to formalize "low-tech computer art", Schmidhuber's LCA comes from another direction, being connected to an ages-old tradition that attempts to define beauty by mathematical simplicity. The specific mathematical basis used in Schmidhuber's theory is Kolmogorov complexity, which defines the complexity of a given string of information (such as a picture) as the length of the shortest computer program that outputs it. Kolmogorov's theory works on a high level of generalization, so the choice of language does not matter as long as you
stick to it.


Schmidhuber sees, in "down-to-earth coder terms", that the human mind contains a built-in "compressor" that attempts to represent sensory input in a form as compact as possible. Whenever this compression process succeeds well, the input is perceived as esthetically pleasing. It is a well-studied fact that people generally perceive symmetry and regularity as more beautiful than unsymmetry and irregularity, so this hypothesis of a "mental compressor" cannot be dismissed as just an arbitrary crazy idea.


Low-Complexity Art tests this hypothesis by deliberately producing graphical images that are as compressible as possible. One of the rules of LCA is that an "informed viewer" should be able to perceive the algorithmic simplicity quite easily (which also effectively limits the time complexity of the algorithm, I suppose). Schmidhuber himself has devised a system based
on indexed circle segments for his pictures.


[Superego by viznut/pwp]

The above picture is from "Superego", a tiny pc demo I made in 1998. The picture takes some tens of bytes and the renderer takes less than 100 bytes of x86 code. Unfortunately, there is only one such picture in the demo, although the 4K space could have easily contained tens of pictures. This is because the picture design process was so tedious and counter-intuitive --
something that Schmidhuber has encountered with his own system as well. Anyway, when I encountered Schmidhuber's LCA a couple of years after this experiment, I immediately realized its relevance to size-restricted demoscene productions -- even though LCA is clearly a reductivist approach as opposed to the optimalism of the mainstream demoscene.


What Low-Complexity Art has in common with Computationally Minimal Art is the concern about program+data length; a minimalized Kolmogorov complexity has its place in both concepts. The relationship with other types of complexity is different, however. While CMA is concerned about all the types of complexity of the audiovisual system, LCA leaves time and memory complexity out of the rigid mathematical theory and into the domain of a "black box" that processes sensory input in the human brain. This makes LCA much more theoretical and psychological than CMA, which is mostly concerned about "how the actual bits move". In other words, LCA makes you look at
visualizations of mathematical beauty and ignore the visualization process, while CMA assigns an utmost importance to the visualizer component as well.


Psychological considerations


Now, an important question: why would anyone want to create Computationally Minimal Art for purely esthetical reasons -- novelty and counter-esthetic values aside? After all, those "very artificial bleeping sounds and flashing pixels" are quite alien to an untrained human mind, aren't they? And even many fans admit that a prolonged exposure to those may cause headache.


It is quite healthy-minded to assume that the perception mechanisms of the human species, evolved during hundreds of millions of years, are "optimized" for perceiving the natural world, a highly complex three-dimensional environment with all kinds of complex lighting and shading conditions. The extremely brief technological period has not yet managed to alter the "built-in defaults" of the human mind anyhow. Studies show, for example, that people all over the world prefer to be surrounded by wide-open landscapes with some water and trees here and there -- a preference that was fixed to our minds during our millions of years on the African savannah.


[Synchiropus splendidus, photographed by Luc Viatour]

So, the untrained mind prefers a photorealistic, high-fidelity sensory input, and that's it? No, it isn't that simple, as the natural surroundings haven't evolved independently from the sensory mechanisms of their inhabitants. Fruits and flowers prefer to be symmetric and vivid-colored because animals prefer them that way, and animals prefer them that way because it is beneficial for their survival to like those features, and so on. The natural world is full of signalling which is a result of millions of years of coevolutionary feedback loops, and this is also an important source for our own sense of esthetics. (The fish in the picture, by the way, is a Synchiropus splendidus, photographed by Luc
Viatour
.)


I'm personally convinced that natural signalling has a profound preference for low complexity. Symmetries, regularities and strong contrasts are important because they are easy and effortless to detect, and the implementation requires a relatively low amount of genetic coding on both
the "transmitter" and "receiver" sides. These are completely analogous to the various types of computational complexity.


So, why does enjoying Computationally Minimal Art require "mental training" in the first place? I think it is not because of the minimality itself but because of certain pecularities that arise from the higher complexity of the natural world. We can't see individual atoms or even cells, so we haven't evolved a built-in sense for pixel patterns. Also, the sound generation
mechanisms in nature are mostly optimized to the constraints of pneumatics rather than electricity, so we don't really hear squarewave arpeggios in the woods (although some birds may come quite close).


But even though CMA requires some special adjustment from the human mind, it is definitely not alone in this area. Our cultural surroundings are full of completely unnatural signals that need similar adjustments. Our music uses instruments that sound totally different from any animal, and
practically all musical genres (apart from the simplest lullabies, I think) require an adjustment period. So, I don't think there's nothing particularly "alien" in electronic CMA apart from the fact that it still hasn't yet integrated in our mainstream culture.


CMA unplugged


The final topic we cover here is the extent where Computationally Minimal Art, using our strict definition, can be found. As the definition is independent from technology, it is possible to find ur-examples that predate computers or even electricity.


In our search, we are ignoring the patterns found in the natural world because none of them seem to be discrete enough -- that is, they fail to have "human-countable bits". So, we'll limit ourselves to the artifacts found in human culture.


[Bubble Bobble cross-stitch from spritestitch.com

Embroidery is a very old area of human culture that has its own tradition of pixel patterns. I guess everyone familiar with electronic pixel art has seen cross-stitch works that immediately bring pixel graphics in mind. The similarities have been widely noted, and there have been href="http://www.spritestitch.com/">quite many craft projects inspired by old video games. But is this just a superficial resemblance or can we count it as Computationally Minimal Art?


[Traditional monochrome bird patterns in cross-stitch]

Cross-stitch patterns are discrete, as they use a limited set of colors and a rigid grid form which dictates the positions of each of the X-shaped, single-colored stitches. "Individual bits are perceivable" because each pixel is easily visible and the colors of the "palette" are usually easy to tell apart. The low number of pixels limits the maximum description length, and one doesn't need to keep many different things in mind while working either. Thus, cross-stitch qualifies all the parts of the definition of Computationally Minimal Art.


What about the minimization of complexity? Yes, it is also there! Many traditional patterns in textiles are actually algorithmic or at least highly repetitive rather than "fully hand-pixelled". This is somewhat natural, as the old patterns have traditionally been memorized, and the memorization is much easier if mnemonic rules can be applied.


There are also some surprising similarities with electronic CMA. Many techniques (like knitting and weaving) proceed one complete row of "pixels" at a time (analogous to the raster scan of TV-like displays), and often, the set of colors is changed between rows, which is corresponds very well to the use of raster synchronization in oldschool computer graphics. There are even peculiar technique-specific constraints in color usage, just like there are similar constraints in many old video chips.


[Pillow from 'Introduction to Fair Isle']

The picture above (source) depicts a pillow knitted with the traditional Fair Isle technique. It is apparent that there are two colors per "scanline", and these colors are changed between specific lines (compare to rasterbars). The patterns are based on sequential repetition, with the sequence changing on a per-scanline basis.


Perhaps the most interesting embroidery patterns from the CMA point of view are the oldest ones that remain popular. During centuries, the traditional patterns of various cultures have reached a kind of multi-variable optimality, minimizing the algorithmical and technical complexity while maximizing the eye-pleasingness of the result. These patterns may very well
be worth studying by electronic CMA artists as well. Things like this are also an object of study for the field of ethnomathematics, so that's another word you may want to look up if you're interested.


What about the music department, then? Even though human beings have written music down in discrete notation formats for a couple of millennia already, the notes alone are not enough for us. CMA emphasizes the role of the rendering, and the performance therefore needs to be discrete as well. As it seems that every live performance has at least some non-discrete variables, we will need to limit ourselves to automatic systems.


[A musical box]

The earliest automatic music was mechanical, and arguably the simplest conceivable automatic music system is the musical box. Although the musical box isn't exactly discrete, as the barrel rotates continuously rather than stepwise, I'm sure that the pins have been positioned in an engineer's accuracy as guided by written music notation. So, it should be discrete enough to satisfy our demands, and we may very well declare the musical box as being the mechanical counterpart of chip music.


Conclusion


I hope these ideas can provide food for thought for people interested in the various forms of "low-tech" electronic art as well as computational art or "discrete art" in general. I particularly want people to realize the universality of Computationally Minimal Art and how it works very well outside of the rigid "historical" contexts it is often confined into.


I consciously skipped all the cultural commentary in the main text on my quest for proving the universality of my idea, so perhaps it's time for that part now.


In this world of endless growth and accumulation, I see Computationally Minimal Art as standing for something more sustainable, tangible and crafty than what the growth-oriented "mainstream cultural industry" provides. CMA represents the kind of simplicity and timelessness that is totally immune to the industrial trends of fidelity maximization and planned obsolescence. It is something that can be brought to a perfection by an individual artist,
without hiring a thousand-headed army of specialists.


As we are in the middle of a growth phase, we can only guess what kind of forms Computationally Minimal Art will get in the future, and what kind of position it will eventually acquire in our cultural framework. We are living interesting times indeed.