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Concepts & Lab guides

Find explanations and interactive examples for the Lab’s tools and techniques.

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57 guides

Generative systems

Algorithmic art: rules as an artistic material

Algorithmic art uses explicit procedures as part of making an image. The artist chooses the rules, input, constraints and decisions that turn computation into a work.

Filters & transforms

Anti-aliasing: sample edges without false structure

Aliasing occurs when a sampled grid cannot distinguish the variation in the original signal. Anti-aliasing reduces misleading patterns by filtering or integrating before sampling.

Dithering & palettes

Bit depth and tonal steps

Bit depth describes how many binary digits encode a sample. More bits provide more representable levels, not necessarily more spatial detail.

Filters & transforms

Blur, denoising and sharpening

Neighborhood filters smooth or emphasize local variation. Averaging, rank selection and detail amplification solve different image problems.

Editing

Brushes, shapes and raster drawing

Raster drawing places marks directly into a layer’s pixel grid. Brush size, opacity, geometry and compositing determine which samples change.

Generative systems

Cellular automata: local rules, evolving patterns

A cellular automaton updates a grid of states using local rules. Complex-looking behavior can emerge from repeatedly applying the same small decision everywhere.

Color

Chromatic adaptation and white points

Chromatic adaptation models how color coordinates change when the reference illumination changes while preserving a corresponding color appearance.

Editing

Clone stamp: paint from another part of an image

The clone stamp copies pixels from a source position to a destination stroke, preserving the spatial offset between the two.

Color

Color adjustments: tone, hue, exposure and balance

Color adjustments remap the values of existing pixels. Different controls change different properties, even when several can make an image look brighter.

Color

Color gamut mapping and clipping

A gamut is the set of colors a system can represent. Gamut mapping chooses a representable replacement for a requested color outside that set.

Color

Color harmony: relationships on a hue wheel

Color harmony organizes a palette through relationships such as complementary, analogous and triadic hue spacing.

Dithering & palettes

Color quantization: reduce an image to a palette

Color quantization replaces a large set of input colors with a smaller palette. The palette and assignment method determine what detail and relationships survive.

Color

Color spaces: sRGB, CIELAB and OKLCH

A color space assigns coordinates to colors. The coordinate system affects interpolation, distance measurements and how adjustments behave.

Filters & transforms

Convolution kernels: calculate one pixel from its neighbors

A kernel combines each pixel with its neighbors. Change the weights to blur, sharpen, or find edges.

Color

Delta E: measuring color difference

Delta E names a family of color-difference measures. ΔE76 is Euclidean distance in CIELAB; later formulas compensate for further perceptual unevenness.

Dithering & palettes

Dithering: express missing tones with spatial patterns

Dithering distributes quantization decisions across neighboring pixels so a limited set of stored colors can suggest additional tones at viewing distance.

Generative systems

Domain warping: distort where a field is sampled

Domain warping changes the coordinates used to sample another function. A noise field bends another field’s domain before its values are evaluated.

Generative systems

Easing functions: shape the rate of change

An easing function maps a progress value to another progress value. It changes the pace of a transition while retaining its start and end.

Filters & transforms

Edge detection and gradient magnitude

Edge detection highlights local changes in an image. Gradient operators estimate change in horizontal and vertical directions and can combine them into a direction-independent magnitude.

Editing

Effect chains: order, parameters and reproducibility

An effect chain applies several operations in sequence, with each operation reading the previous result. Changing the order can change the image.

Generative systems

Elementary cellular automata and rule numbers

An elementary cellular automaton updates a one-dimensional row of binary cells from each cell and its two neighbors. Stacking generations makes a two-dimensional image.

Color

Euclidean RGB distance

Euclidean RGB distance treats a color as a three-dimensional channel vector and measures a straight-line distance between two such vectors.

Editing

Exporting raster images and editable projects

An image export records rendered pixels. An editable project also stores the layers, frames and settings needed to continue composing.

Dithering & palettes

Floyd–Steinberg error diffusion

Floyd–Steinberg dithering passes quantization error to four future neighbors using weights that sum to one.

Color

Gamma expansion: decoding sRGB to linear light

Gamma expansion converts encoded color values into values proportional to light. For sRGB, the decoding curve has a linear segment near black and a power segment above it.

Filters & transforms

Glitch effects: pixel sorting, channel offsets and scanlines

Glitch treatments reorganize or modulate pixels to make digital structure visible. Their artifacts are deliberate operations rather than accidental file corruption.

Color

Gradient mapping: recolor by tone

Gradient mapping replaces a pixel’s tonal value with a color sampled from a gradient. It recolors an existing image without changing its geometry.

Color

Gradients: stops, geometry and interpolation

A gradient assigns colors by position. Its stops specify colors at particular locations, while geometry determines how canvas coordinates become positions along the gradient.

Dithering & palettes

Halftoning and ordered screening

Halftoning uses spatial marks to suggest continuous tone. Mark size, spacing and arrangement determine how the eye combines them at a distance.

Filters & transforms

Image distortion: remap coordinates

A distortion changes where each output pixel reads its source. It transforms spatial relationships rather than directly changing the sampled color values.

Filters & transforms

Image kernels: blur, sharpen, emboss and directional edges

Image-kernel presets are particular coefficient choices for the same neighborhood operation. Their names describe a useful behavior, not a different editing system.

Editing

Image transforms: resize, rotate, flip and crop

Image transforms change a raster’s geometry. Some rearrange existing samples exactly; others must reconstruct pixels at new coordinates.

Filters & transforms

Interpolation and raster reconstruction

Interpolation estimates values between known samples. In raster work it determines how an image is reconstructed when positions or dimensions do not align with its pixel grid.

Generative systems

Julia sets: fix the rule, vary the starting point

A quadratic Julia-set image explores repeated z² + c with a fixed complex parameter c and a different starting z at each pixel.

Color

Just-noticeable difference in color

A just-noticeable difference is a change an observer can detect under specified viewing conditions. It is an experimental threshold, not a universal property of a hex color.

Editing

Layers, alpha and blend modes

Layers combine several raster images into one composition. Their order, opacity and blend mode determine the visible result at each pixel.

Color

Levels and curves: control the tone transfer

Levels and curves define how an input channel value becomes an output value. They make tonal compression, expansion and selective contrast explicit.

Color

Luminance weighting and grayscale

Luminance weighting combines channels according to their contribution to a light-related signal. It gives green a larger weight than red or blue for sRGB primaries.

Color

Manifold learning and color neighborhoods

Manifold learning studies lower-dimensional structure in high-dimensional data. In color analysis, it asks whether relationships between sampled colors can be represented more usefully in fewer coordinates.

Filters & transforms

Mathematical morphology: grow, shrink and extract shapes

Morphology transforms shapes by comparing a neighborhood defined by a structuring element. It works on binary images and can also operate on grayscale or channel values.

Generative systems

Noise octaves, FBM, turbulence and ridges

Noise octaves combine fields at progressively different frequencies and amplitudes. The sum determines both broad structure and fine detail.

Dithering & palettes

Palette extraction: choose representative colors

Palette extraction summarizes an image with a small collection of colors. Different selection methods preserve different aspects of the source.

Color

Perceptual uniformity in color spaces

A perceptually uniform color space aims to make similar coordinate distances correspond to similar perceived color differences.

Generative systems

Perlin noise: coherent variation from gradients

Perlin noise creates smooth spatial variation by interpolating contributions from gradients placed on a lattice.

Generative systems

Procedural generation: construct an image from rules

Procedural generation describes an image through rules and parameters rather than storing every design decision as an independently placed mark.

Generative systems

Procedural patterns: grids, tiles, waves and moiré

Procedural patterns describe repeated structure with rules. Spacing, orientation and local variation control how the rule becomes a raster image.

Generative systems

Procedural textures: build material-like structure

A procedural texture combines mathematical structure and color to suggest a surface without using a photograph of that surface.

Editing

Raster animation: frames, timing and onion skin

A raster animation is an ordered sequence of images shown over time. Frame rate controls how long each image remains visible.

Editing

Raster graphics: pixels, channels and resolution

A raster image stores a rectangular grid of color samples. Its pixel dimensions describe the image itself; zoom only changes how that grid is displayed.

Generative systems

Reaction–diffusion: Gray–Scott pattern formation

Reaction–diffusion combines local reactions with the spread of quantities through space. The Gray–Scott model can form spots, stripes and moving boundaries from two interacting fields.

Editing

Selections: constrain edits to a region

A selection specifies the part of an image an operation may change. The Lab uses rectangular selections in document-pixel coordinates.

Editing

Symmetry in raster drawing

Symmetry repeats a mark through geometric transformations. Mirroring reflects it; radial symmetry rotates copies around a center.

Generative systems

The Mandelbrot set and escape-time rendering

The Mandelbrot set contains complex parameters c for which repeated evaluation of z² + c, starting at zero, remains bounded.

Filters & transforms

Thresholding: fixed, Otsu and adaptive decisions

Thresholding assigns pixels to low or high values according to a tonal decision. The threshold can be global, estimated from a histogram, or adapted to a local neighborhood.

Dithering & palettes

Vector quantization and palette clusters

Vector quantization represents many vectors with a smaller set of representative vectors. A color palette can act as that compact set.

Generative systems

White and Gaussian noise

Random-noise generators choose sample values from a distribution. The spatial relationship between samples and the value distribution are separate properties.

Generative systems

Worley noise and Voronoi fields

Worley noise derives a signal from distances to nearby feature points. Voronoi diagrams instead emphasize which feature point is nearest.

Frequently Asked Questions

What are Concepts?
Concepts are in-depth explanations of the mathematical and algorithmic techniques used in the artworks. Each concept page includes formulas, code examples, and links to related artworks and Lab tools.
What is algorithmic abstract art?
Algorithmic abstract art is created by writing custom computer programs that generate visual compositions. Rather than drawing directly, the artist designs the rules — mathematical functions, color transformations, and noise patterns — that determine the final image. The practice builds on over 60 years of computational art history: pioneers Vera Molnár (b. 1924, Hungary) and Manfred Mohr (b. 1938, Germany) established computational methods as serious artistic practice in the 1960s. Today the field encompasses generative design, procedural art, and creative coding, employing the same mathematical principles used in scientific visualisation and signal processing.
Do I need a programming or maths background to understand the Concepts?
Not at all. Concepts are written to be accessible to anyone interested in how algorithmic art works. Code examples and formulas are included for those who want to go deeper, but the visual explanations and interactive Lab tools make the ideas approachable for everyone.