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Description

Computer graphics (as a visual style used with music and audiovisual culture) consists of images and motion built entirely through computation—mathematical functions, procedural rules, and code rather than lenses or physical drawing.

Its hallmark is the generation of geometric forms, algorithmic textures, particle systems, fractals, point/line/mesh abstractions, and shader-based effects that evolve over time. In music contexts, these visuals are often synchronized to sound, yielding reactive patterns, beat-synced transformations, and spectrum-driven animations.


Sources: Spotify, Wikipedia, Discogs, RYM, MB, user feedback and other online sources

History

Origins (1950s–1960s)

Early computer art arrived alongside mainframe computing. Plotters, oscilloscopes, and film recorders enabled pioneers such as John Whitney and colleagues at Bell Labs to translate mathematical relationships into moving imagery. The spirit echoed abstract and "absolute" film traditions—pure motion, light, and form without narrative—now realized through algorithms and punch cards.

Expansion and Formalization (1970s–1990s)

University labs and graphics research centers refined raster graphics, 3D pipelines, and rendering. Artists like Lillian Schwartz, Charles Csuri, Vera Molnár, Manfred Mohr, Frieder Nake, and Larry Cuba established a language of generative forms: rule-based compositions, algorithmic linework, and parametric motion. As personal computers spread, artists used early desktop tools and programming environments to compose visuals that could be edited or rendered to film and later to video. In parallel, electronic and experimental music communities began projecting computer visuals in concert halls and clubs.

Live AV and Networked Culture (2000s–present)

Open-source toolkits (Processing/p5.js), shader programming (GLSL), node-based environments (TouchDesigner, vvvv), and creative coding ecosystems brought live performance to the forefront. Artists and VJs synchronized visuals with electronic music, building audio-reactive pieces for festivals, installations, and club culture. Contemporary practice spans minimal data-visual aesthetics, dense glitch and shader art, and large-scale machine-learning-driven visualizations—frequently presented as immersive, musically synchronized experiences.

How to make a track in this genre

Tools and Setup
•   Choose a creative coding or visual platform (Processing/p5.js, OpenFrameworks, TouchDesigner, Max/MSP Jitter, vvvv, Unity/Unreal, GLSL shaders). •   For live AV, route audio (from DAW, DJ mixer, or microphones) into your visual environment via audio input, OSC, or MIDI.
Visual Language and Algorithms
•   Start from mathematical primitives (points, lines, meshes) and transform them using trigonometric functions, polar coordinates, L-systems, cellular automata, noise fields (Perlin/Simplex), or iterated function systems. •   Use shaders to create real-time textures: feedback loops, raymarching, signed distance fields, and procedural materials for rich patterning.
Motion and Audio Reactivity
•   Derive motion from envelopes: map amplitude or filtered bands (FFT) to scale, rotation speed, particle emission, or color intensity. •   Beat detection can trigger state changes (scene swaps, palette shifts, topology alterations). Slow-moving parameters can follow low-frequency energy; percussive elements can drive short transients.
Color, Composition, and Depth
•   Define a limited palette for clarity (complementary or triadic schemes) and adjust saturation/contrast to match musical energy. •   Establish foreground/background layers and parallax or camera motion for depth. Compose with negative space so busy music still reads visually.
Structure and Performance
•   Plan a macro-structure aligned to the track (intro, build, drop, breakdown, coda). Preconfigure scenes and transitions you can cue live. •   Optimize for frame rate: profile shaders, reduce overdraw, and cache geometry where possible for smooth, music-synced playback.
Finishing and Delivery
•   For recorded pieces, render at high resolution with motion blur or temporal supersampling. For live sets, prioritize stability and latency, and test audio I/O thoroughly.

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