Some _very_ early algorithm concept/pre-viz sketches/explorations for the Tron Legacy (2010) intro sequence. They informed another concept/approach in which we applied a similar algorithm to progressively trace out edges of an initially invisible and super detailed 3D city mesh. This required a lot of effort to retopologize the (huge) geometry supplied and creating a multi-res navigation graph to prioritize long/major edges over shorter ones, filter out undesired edges/directions, thereby creating a visual reveal in which the agents progressed from tracing out super low-res boxes to high-res architectural features... Eventually, both of these prototypes weren't used though, and the director & team opted for a more stripped down solution with much fewer agents/traces, created in Houdini...

#TextureTuesday #GenerativeArt #AlgorithmicArt #Agents #PathFinding #Geometry #Traces #Toxiclibs #ProcessingOrg

A short screen recording of the second prototype mentioned earlier (also an early WIP version with still quite a few obvious visual issues)...

#DebugArt #PreViz #3D #Mesh #Wireframe #Agents #AlgorithmicArt #Video #ScreenCapture

Also, to compare, here's the final TL intro sequence (again, as mentioned earlier, I had nothing to do with this final version):

https://www.youtube.com/watch?v=QBYr0k8dOtw

Tron Legacy Opening scene 1080p HD- Best opening scene ever

YouTube

@toxi
I'm a sucker for stuff like this.

How hard would it be to have it fill some pre-defined shapes? Like a building plan, or some letters' outline, whatever. And additionally: transitioning from one to another?

@slowtiger Any polygon boundary was easily possible (also see T-shape in last image at the start of this thread), but depending on agent behavior params might not be able to get fully explored. Morphing between boundaries isn't easily possible, since the "collision" with the boundary and the subsequent rerouting and direction changes are quickly adding up and then lead to completely different paths taken... one way to avoid this resulting jittering would be to let old paths just disappear/fade out, but that would make a morphing boundary generally more fuzzy (depending on life span of each path/trace)...
@toxi That’s really cool!