TZIP-16
{
"name": "Perception ",
"description": "In a universe where only the perceived exists
Perception, filtered through the observer’s identity,
Transforms feelings, and thus creates something new;
Something that, once thought, exists.
Somewhere.
And perhaps in more than one place.
Perhaps there exists
a higher version of myself,
one who sees through another prism,
perhaps neutral, perhaps guiding,
but surely a friend.
One who understands and embraces
me,
his smaller self,
the one who feels the center of his world,
and forgets,
that there is no center where there are no limits,
that there is no “I” but “we,”
We, the universe,
perceiver and perceived.
A cloud of points, defined as photons, is emitted from a central point.
In a dark space, the scene is revealed only when those photons strike an object.
The objects themselves are invisible, leaving only the photons visible, like dust falling onto a surface of glass.
This would be the reality perceived by a subject positioned at the center.
But the subject is not neutral: previous experiences create deviations in perception.
These deviations manifest as attractors, points in space that distort reality by pulling or repelling the photons.
The observer, however, is situated outside the center, able to perceive the scene with a broader understanding than would be possible from the point where the rays are emitted.
The scene is composed of a cloud of prisms, cubes, plates, and columns—architectural elements that define space as the limits of perception.
They are abstract realities that form a place that is only partially defined.
The point-based rendering system allows the observer to see through the scene and serves as an allegory for how everything is built from tiny entities.
It is only in the mind of the perceiver that separation between one object and another exists.
The photons behave both as waves, crossing space almost instantaneously, and as particles, drawn by invisible gravitational fields.
Each iteration presents a different configuration, moving between the intimate and the galactic, between the defined and the diffuse, between the minimalist and the baroque.
The main algorithm, a combination of ray tracing and physics simulation, is implemented in GLSL, harnessing the computing power of the GPU to process thousands of points simultaneously and produce a fluid animation.
The work continues Víctor Doval’s explorations of architectural spaces and physical forces as narratives of shared experience.
It echoes the gravitational fields of You Are Here, the point-cloud transparencies of Joy Spaces, and the liquid spaces of The Place Where We Were.
It also draws on artistic influences ranging from Pointillism to Russian Constructivism and the Bauhaus, exploring the relationship between structure, perception, and matter.
At the same time, it engages in dialogue with the work of contemporary artists such as A.L. Crego and his “giftillism,” the SDF research of Frederik Vanhoutte, and the shader-based explorations of KiM Asendorf.
The collection is presented on EditArt, where each iteration becomes an act of co-creation between the perceiver and the perceived.
Sliders:
1 - Random seed of prism size and distribution
2 - Random seed o attractor's field
3 - Number of attractors
4 - Strength of attractors
5 - Observer distance
Key Controls:
V - Start/Stop video recording
G - Start/Stop GIF recording
Mouse/Touch Controls:
Drag to rotate
Click on the bottom left corner to open the export menu
Created using p5.js and GLSL by Victor Doval. Novembre 2025
Crafted to be seen in Google Chrome 140.0.7339.127
",
"authors": [
"tz1WEWrGbRzrdarqxGNLruVmgX4bj3sVXQkT"
]
}