

This workshop invites participants to learn Digital Emulsion, a creative technique for projecting onto intricate physical geometry, superimposing digital and physical realities. We will explore new possibilities for drawing in the air, and ways to develop interesting volumetric canvases.
Participants will work in groups to conceive and build a model scene, using simple materials such as thread, paper and foam board, as well as Digital Emulsion materials using projectors, structured light scanning and volumetric shading techniques.
Participants can choose between engaging with graphic aspects (e.g. timeline animation, physical modeling), code aspects (GLSL shader code, openFrameworks) and mathematical aspects (multi-view geometry, volumetric rendering).
Requirements:
A working open source workflow is provided. Coding knowledge (GLSL, oF/C++) is not a requirement, but will be useful.
Participants will need a laptop (OSX, Windows) with a decent GPU (think MacBook Pro). Bring adapters to connect to a HDMI projector as required.
Extra skills, bits.
The following will come in useful to take the Digital Emulsion technique further:
- Skills with crafting intricate objects, e.g. using paper and thread
- Experience with openFrameworks multi-pass shader pipelines (or equivalent with another toolset)
- Interest in camera-projector systems (e.g. OpenCV calibration)
- If you can bring a Logitech C920 or C910 webcam, then that would save us from buying it
- If you can bring a Canon DSLR (that came out after 2009), then that would give you an advantage for the scanning (higher accuracy, speed of scanning).
Mimi Son and Elliot Woods talk about their ongoing wander between the realms of material and immaterial, creating speculative visual objects which poke at the unpredictable attributes of things when they are touched with technology. Without giving any fixed meaning to the act of 'drawing', they play with material, space and light, whilst developing new paradigms and theory for discussing emerging canvases. They study existing knowledge of drawing, material, space and motion, explore and investigate new technologies, and criticize the relationship between knowledge of reality and experience.