Drawing with Parallel and Opposing Lines
When drawings are made by hand or printed by machine onto paper, the tools and media used make the permanent marks influence the outcome of the work. This could be in the form of lines that bleed ink, the texture of the paper, or the shape and size of the tip of a pen. This is particularly evident in the hatching and cross-hatching of objects. This repetitive process is used to describe an object’s surfaces, and interaction with light through sets of parallel and opposing lines. At one scale hatches disappear, serving purely to render the content of the drawing. At another scale they operate as a field of lines with imperfections. In a digital environment similar parameters affect the appearance images on a screen. Shaders, small programs written in languages such as glsl, take the geometry created by a particular software and render it to the screen with the computer’s graphic’s card. Standard shaders work to enable a clear reading of a three-dimensional objects surfaces, while also working to hide the pixels used to generate the illusion through resolution and anti-aliasing. The videos and images contained here, document a web based three-dimensional experience rendered entirely in parallel and opposing lines. The project aims to develop an experience that oscillates between two and three dimensions as the lines used to render everything obscure the three-dimensionality of the objects they describe.