I want to begin by talking about the demoscene as it has definitely been my main source of inspiration, not so much for the aesthetics or visuals strategies I will be using, but mostly because of its priniciples and its role in the computer art scene. So what is the demoscene?
A quote from scene.org:
“A demo is the result of the cooperation of multiple young programmers, music and graphics artists. They work as a group (demogroup) on a demonstration program (demo) in which they show their skills at graphics and algorithmic programming, computer generated graphics and music. With these demos the groups then compete with others at large parties in various competitions all over the world.
Most of the programmers and artists are university or college students who enjoy using the material they learn in real life. The demos they create contain unbelievable pieces of 3D programming and complex routines to create fabulous graphic effects. Some even rivalling computer game industry effects.”
“Demogroups create demos to demonstrate their abilities in programming, music, drawing, and 3D modeling. The key difference between a classical animation and a demo is that the display of a demo is computed in real time, making computing power considerations the biggest challenge. Demos are mostly composed of 3D animations mixed with 2D effects and full screen effects.
The boot block demos of the 1980s, demos that were created to fit within the small (generally 512 to 4096 bytes) first block of the floppy disk that was to be loaded into RAM, were typically created so that software crackers could boast of their accomplishment prior to the loading of the game. What began as a type of electronic graffiti on cracked software became an art form unto itself. The demoscene both produced and inspired many techniques used by video games and 3D rendering applications today – for instance, light bloom, among others.”