Here's the comparison image from the krita page:

In the left is a similar blurry circle image in sRGB color space with similar dark rings. The right image has the same coloring done in a linear color space with those issues gone.

I want to be more like the right image.

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For reference, these are my "fuzzy dots" as they exist right now. You can see the dark halos around the fuzzy points.

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Some impromptu textures using a processed crossfade-looped vocal sample I had laying around, and some just intonation ratios. Written using and via , with some light processing in for fades.


patchwerk nodes

"longpad.wav" loadwav 0 regset

2 0 phasor 0 regget trd
2 1.5 * 0 phasor 0 regget trd add
2 16 * 9 / 0 phasor 0 regget trd add

0.5 0 phasor 0 regget trd
0.25 0 phasor 0 regget trd add
1 0 phasor 0 regget trd add
1 5 / 1 sine 0 1 biscale mul

-3 ampdb mul


30 set_dur


Took my PPM backend and made it work with a framebuffer.

Fontstash also has a neat blur feature, which allows me to add text drop shadows like it is 2007.

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Playing around with , a small wrapper around stb_truetype that allows efficient rendering of truetype fonts.

Fontstash is used under the hood in (project by the same dev) to render text, and for years this is how I indirectly interacted with it. However, I recently learned that it works just fine by itself. And while it is designed to primarily work with OpenGL, I managed to hack together a backend that renders to a PPM file instead.

Music DSP 

Been working on humanizing clock algorithm this weekend. You can think of it as a filter... a precise master clock signal goes in, a humanized clock signal comes. The hope is to use this with some of my drum machines and sequencers to make more natural sounding beats.

As it often goes, all I have to show for it at this point is a bunch beeps. I'm adjusting the jitter amount with an LFO, and this causes the notes to go in and out of phase.

succulent question 

My has begun sprouting an antenna. Does anyone know why it's doing this?

Found it!


FUN FACT: one of the many reasons N64 games have that distinctive look is because the hardware performed bilinear texture filtering with 3 samples instead of 4. Current texel + upper-left + bottom-right. This quirk was sometimes taken advantage of by savvy game artists!

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My new workstation setup for creative computing :)

It is hardly ever this clean and tidy, so I figure I may as well take a picture for preservation purposes.

even more pasta, homemade 

Day 2 part 2 of tortellini making. Finally done.

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pasta, homemade 

Meat tortellini production, day 1

Now the other way (backwards shift). See if you can spot the difference :)

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More work with rhythmic computer. Added a rotational pattern shift operation.

This program consists of 3 cells. Cell 1 is a metapattern that transforms the bitpattern stored in cell 3. In this case, it applies 2 transformations: a forward rotational shift, and a command that updates the original pattern with the new cell.

Cell 2 is used to loop back to cell 1.

Cell 3 is the initial bit pattern of size 32.


graphics: plasma and atkinson dither.

sound: modal synthesis using Tibetan singing bowl ratios. Reverb.

mead, meadmaking 

20 pounds of raw blueberry honey, destined for delicious batches of . Bottle of Block Nine pinot for scale.

booze, homebrew 

The only suitable kind of cork stopper for .

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