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History of generative art / Chapter 08 · 2000s

Generative Art in the 2000s: The Tooling Era

Casey Reas and Ben Fry develop Processing at the MIT Media Lab under the direction of John Maeda. Processing enables anyone in the world to learn creative coding, educating and inspiring a new generation of artist-coders.

From Le Random’s Generative Art Timeline. Original moment texts by Peter Bauman.

Processing makes a shared creative environment

Processing, initiated by Casey Reas and Ben Fry, joined a programming environment with examples and an open-source community. The archive connects its development to John Maeda’s Aesthetics and Computation Group and Design By Numbers. Its historical importance here is practical: artists could learn, alter code and exchange work within the same environment. The tool’s story therefore includes pedagogy and collective maintenance alongside software design.

Examples made with Processing in 2003, illustrating the early software’s visual and physical-computing capabilities, two years after the project began.
Image published by Processing Foundation in Casey Reas and Ben Fry’s history of Processing, A Modern Prometheus (2018). Image source.

2001

Casey Reas and Ben Fry Initiate Processing Project

Perhaps important enough for the name of the entire decade, Processing is that important to the development of generative art. It will have to suffice to have heavily inspired the decade’s title, which, to be fair, does include other tooling breakthroughs such as Zach Lieberman’s openFrameworks. Created by Casey Reas and Ben Fry at MIT’s ACG under John Maeda, Processing changed generative art irrevocably.…

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Simple rules, complex visual results

Jared Tarbell’s Substrate uses a growth rule to produce intricate compositions. Casey Reas’s Process series studies how forms and behaviors interact within a system. These two entries put the chapter’s tools in artistic context. They invite a close look at the relationship between a concise procedure, the range of images it can generate and the artist’s choices about which possibilities to develop.

An output of Jared Tarbell's Substrate, the Processing sketch whose single perpendicular-growth rule produces city-like crystalline structures.
Jared Tarbell, Substrate, 2003. Courtesy the artist, complexification.net.

2003

Substrate, Jared Tarbell

Made with Processing, this 2003 masterpiece by Tarbell highlights one of the powers of generative art and computation: the ability to convey complexity from simplicity. A single growth rule based on perpendicular growth, from just a single line, manufactures intricate, urban-esque compositions. The simplicity of the rule in Tarbell’s Substrate helped to amplify the power of the new tool to creatives and still stands…

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Courtesy of Casey Reas.

2004

Reas Begins Process Series (2004-2010)

In his seminal series Process, documented comprehensively in the book Process Compendium 2004-2010, Casey Reas explores the intricate phenomenon of emergence through his unique artistic system. This system is built on the foundational elements of Forms, Behaviors and Elements, allowing Reas to generate an endless variety of visual compositions with his chosen visual grammar. Each element in this system—referred to as a simple machine—combines…

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An expanding toolkit

The early release of openFrameworks adds a C++ toolkit to this history of artist-oriented software. Its entry follows Zach Lieberman’s initial release and later contributions by Theodore Watson and Arturo Castro. Graphics, sound, video and computer vision could be connected within a common working environment. The chapter discussion with Christiane Paul, Casey Reas, Christa Sommerer and Golan Levin places these tools beside artistic, educational and institutional experience.

Wikipedia. 2024. "OpenFrameworks." Wikimedia Foundation. Last modified April 9, 2024. en.wikipedia.org.

2005

Zach Lieberman releases OpenFrameworks v0.01

With a decade titled the “Tooling Era,” tools clearly played a critical role in this decade’s impact on the history of generative thinking and art. Along with Processing, that was developed at MIT’s ACG by Casey Reas and Ben Fry under John Maeda, openFrameworks was developed a few years later by Zach Lieberman, who had spent much of his early career collaborating with former…

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Defining and exhibiting generative practice

Philip Galanter’s 2003 definition centers systems acting with some autonomy, allowing the history to include practices outside digital software. The same chapter records Data Dynamics at the Whitney, an exhibition of Internet-based work curated by Christiane Paul. Reading the definition beside the exhibition keeps two questions in view: what makes a practice generative, and how do institutions present work whose behavior extends beyond a fixed image?

Figure 8.1, ‘Generative Art Systems,’ from Philip Galanter’s 2003 paper What Is Generative Art? Complexity Theory as a Context for Art Theory, mapping generative methods between order and disorder.
Philip Galanter, 2003, Figure 8.1. Reproduced from the author’s PDF. Image source.

2003

Galanter Defines Generative Art

In his seminal text from over twenty years ago, Galanter asks and answers, “What is Generative Art?” in the must-read essay for anyone interested in generative art: “What is Generative Art? Complexity Theory as a Context for Art Theory.” This is the essay that nearly everyone cites when defining generative art. This author’s own definition is highly influenced by Galanter. Galanter spoke to this…

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Marek Walczak and Martin Wattenberg, Apartment, 2001; view of a 3D apartment environment in Data Dynamics.
Marek Walczak and Martin Wattenberg; Whitney Museum of American Art Image source.

2001

Data Dynamics at the Whitney

Curated by Christiane Paul and indicative of the early millennium enthusiasm for digital art—as the Internet sucked more and more of the cultural air—New York’s Whitney Museum hosted two major digital themed exhibitions in 2001 with Data Dynamics (March 2001) and BitStreams. lerandom.art: “Overall, I would say I’m always a little bit skeptical because we have seen these waves before. For instance, 2000 was…

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In conversation

Listen to the chapter

All 75 moments in this chapter

The complete chronology, including works, ideas, exhibitions and the technologies around them.

  1. Enter Y2K
  2. New Masters of Flash published by friends of ED
  3. FILE Festival Showcases Regional Digital Art
  4. Ray Kurzweil’s Cybernetic Poet
  5. Casey Reas and Ben Fry Initiate Processing Project
  6. BitStreams at the Whitney Museum, New York
  7. Data Dynamics at the Whitney
  8. Inaugural Exhibition at bitforms: Casey Reas’s first commercial gallery showing
  9. Alphabet Synthesis Machine by Golan Levin
  10. Transmediale 2001: DIY (do it yourself!)
  11. Genomic Cartography: Chromosome 18, Ben Fry
  12. Agent Ruby by Lynn Hershman Leeson
  13. teamLab Formed
  14. Doug Eck Advances Neural Network Creative Expression
  15. Golan Levin and Casey Reas, The Art of Code at Bitforms, New York
  16. The first Processing Forum
  17. Re:MARK by Golan Levin & Zach Lieberman
  18. isometricblocks, Ben Fry
  19. Super Mario Clouds by Cory Arcangel
  20. Velvet Strike modifies Counter Strike
  21. Waiting Room by Mark Napier
  22. Derivative launches TouchDesigner
  23. Christian Bök Publishes The Piecemeal Bard is Deconstructed
  24. Machado and Cardoso’s NEvAr system
  25. Substrate, Jared Tarbell
  26. Samorost by Amanita Design
  27. Digital Art by Christiane Paul
  28. Galanter Defines Generative Art
  29. Yamaguchi Center for Arts and Media (YCAM) in Japan
  30. Imaginary・Numbers by Keiko Kimoto
  31. Facebook launches at Harvard
  32. Pitch and Volume by Anna Ursyn
  33. Pac-Manhattan
  34. {Software} Structures by Casey Reas, Jared Tarbell, Robert Hodgin and William Ngan
  35. DiNA chatbot by Lynn Hershman Leeson
  36. Margot Lovejoy Publishes Digital Currents: Art in the Electronic Age
  37. Matthew Cook proved that CA Rule 110 is capable of universal computation
  38. Cinema Redux, Brendan Dawes
  39. Reas Begins Process Series (2004-2010)
  40. Twenty-Six Visions of Hildegarde by Roman Verostko
  41. Eden by Jon McCormack
  42. Zach Lieberman releases OpenFrameworks v0.01
  43. Arduino Developed
  44. Soft Cinema by Lev Manovich
  45. Monster Movie by Takeshi Murata
  46. Part Object Part Sculpture, Columbus, Ohio
  47. Seven Easy Pieces by Marina Abramović at the Guggenheim
  48. Marius Watz Begins generator.x Project
  49. Atom by Christopher Bauder and Robert Henke
  50. Twitter Founded
  51. Christa Sommerer and Laurent Mignonneau’s Life Writer
  52. Academy by R. Luke DuBois
  53. Deep Time of the Media: Toward an Archaeology of Hearing and Seeing by Technical Means by Siegfried Zielinski
  54. Google Buys YouTube
  55. 16 Études sur les origines de Blum by Vera Molnár
  56. 20th Century Computer Art at Tama Art University Museum, Tokyo
  57. Daito MANABE launches Rhizomatiks
  58. Rondo by Anna Ursyn
  59. Steve Jobs Announces the iPhone
  60. Tumblr Launched
  61. Allison Parrish Launches Everyword
  62. Casey Reas and Ben Fry Publish Processing Textbook
  63. Cory Arcangel Begins His Photoshop Gradients
  64. Wack! Art and the Feminist Revolution, Museum of Contemporary Art, Los Angeles
  65. All Streets by Ben Fry
  66. RMB City by Cao Fei
  67. VVEBCAM by Petra Cortright
  68. Evolution and Collective Intelligence of the Electric Sheep by Scott Draves
  69. Satoshi Nakamoto publishes Bitcoin Whitepaper
  70. Bitcoin Genesis Block
  71. ImageNet Launches
  72. First ART && CODE Conference Organized by Golan Levin
  73. scoreLight by Alvaro Cassinelli, Masatoshi Ishikawa, Yusaku Kuribara and Daito Manabe
  74. MuirMcNeil founded
  75. A Philosophy of Computer Art by Dominic Lopes

About this guide

This guide connects selected entries from Le Random’s archive of 1,147 moments. Dates follow the individual records. The excerpts, source references and image credits come from those records; follow a moment to read its full account and related interviews.

The archive includes historical precursors and surrounding developments as well as generative artworks. Inclusion does not mean that every object or event was described as “generative art” in its own time.

Browse the complete archive →