These renderings show the procedural visualization of an human motion. The speed of the movement is listed in a circle. When a circle is complete, a new one is started, which is moved over it. This creates a kind of whirlpool. The following nodal points in the body were considered: hip, head, left as right foot, hands, knees and elbows. The stronger, or faster the movement, the more drastic effects become visible in the visualization.
Rules of the representation
- circle geometry (arrangement)
- vector calculation (distance between two points)
- Joints inheritance (depth)
- simple mathematical principles
The arrangement of the individual frames is circular – like a zoetrop. Only the mentioned joints of the human body were used, which are highlighted spherical. The coloring and the flat shader results in a very graphic picture. Depending on the angle of view, various aesthetic forms of figures are created. Important for the arrangement of the figures is the bounding box, which captures the movement radius of the figure. This is first of all calculated in a separate function, by means of each third joint a locater is created, whereby an imaginary box can be calculated. This will be deleted immediately afterwards. At the core of the script, the position of the joints is stored so that the distance to the previous position can be calculated. Per image, all the joints are traversed, visualized as spheres and stored in a collection of figures, this is then gradually offset in a circle. To calculate the color of the individual points, the depth of the joint and the movement distance are used – this is also done in a separate function.