Just put online my new website on www.danielepiccone.com
A bunch of new features, some overall makeup and an everchanging background :)
Also moved all my portfolio stuff on Behance, Tumblr theme is about to follow soon!
The File Arts presents:
Epidermis
by Douglas D. PrinceThe nude is a canonical subject in classical art. The internet is notorious for pornography. Epidermis is Latin for skin, and manages to create high art out of pornographic source material by literally skimming the surface; the images are made from parts of other images that show only skin. This still makes for some uncomfortable viewing…
The download contains 3 JPG images from the series Epidermis at their full resolution, wallpapers for desktop and iOS of the images and a PDF with background information on the images, the process and the artist. This edition is on offer for $15,- for the first week. After thursday 26th April 2013 it will be $20,- So Buy now…
Check out and follow Douglas Prince on Tumblr
I am so proud Douglas Prince joined The File Arts. I’ve loved his work from the first image I saw and was immediately smitten with this series, both aesthetically and conceptually. I’m so glad he agreed to contribute these!
these are vulgar. I like it.
I’m glad you do! I’d thought this aesthetic would please you!
Reblogged from thefilearts with 207 notes
A designer tool for creating color schemes out from random Panoramio photos all over the world
I’ve been tempted to write about this topic for a long time and finally i had the time to code some sample Processing sketches and to push them to github.
From Wikipedia: “Dither is an intentionally applied form of noise used to randomize quantization error, preventing large-scale patterns such as color banding in images. Dither is routinely used in processing of both digital audio and digital video data, and is often one of the last stages of audio production to compact disc.”
Dithering algorithms were largely used in the past when you had to display a full color picture on a display supporting a limited palette.
Basically the algorithm consist in reducing the colors of the pixels in the source image to a limited set of values, this can be accomplished in different ways, the most common are through thresholding, ordering dither and error diffusion techniques.
For the sample sketches i included a monochrome and a 3bit palette version, butin this article i am just focusing on the dithering algorithm and not on the color detection.
Ordered dither

for each y
for each x
oldpixel := pixel[x][y] + threshold_map_4x4[x mod 4][y mod 4]
newpixel := find_closest_palette_color(oldpixel)
pixel[x][y] := newpixel
The algorithm renders the image normally, but for each pixel, it adds a value from the threshold map, causing the pixel’s value to be quantized one step higher if it exceeds the threshold.
the threshold_map is a matrix that can be of different sizes, for this i used a 4x4 matrix
Each step the algorithm gets a pixel value and add the matrix value to it, then it compares to the palette to find the closest color.
Floyd-Steinberg

for each y from top to bottom
for each x from left to right
oldpixel := pixel[x][y]
newpixel := find_closest_palette_color(oldpixel)
pixel[x][y] := newpixel
quant_error := oldpixel - newpixel
pixel[x+1][y] := pixel[x+1][y] + 7/16 * quant_error
pixel[x-1][y+1] := pixel[x-1][y+1] + 3/16 * quant_error
pixel[x][y+1] := pixel[x][y+1] + 5/16 * quant_error
pixel[x+1][y+1] := pixel[x+1][y+1] + 1/16 * quant_error
The algorithm achieves dithering by diffusing the quantization error of a pixel to its neighboring pixels, according to the distribution matrix
Basically the error gets spread to the surrounding pixels according to the matrix generally resulting in a less contrasted, but richer in tones images.
Atkinson

Bill Atkinson worked at Apple from 1978 to 1990, he was a computer engineer and photographer. The Atkinson dither is an error diffusion technique in which the distribution matrix is more regular than the Floyd-Steinberg one, resulting in more contrasted images and nicer looking textures while preserving the tone richness of the original picture.
Random dither

The random dither is closer to the Ordere dither, since it doesn’t compute the quantization error and does not influences neighboring pixels, what it does is for each pixel adds or subtract a value, then compares the result to a finite palette. While not looking really good it’s the fastest and easiest one to implement.
You can find the code here: https://github.com/mildtaste/dithering_algorithms