A Bird in Flight
Exact generative mathematical implementation of Hamid Naderi Yeganeh's iconic 2016 masterpiece 'A Bird in Flight', formed by 20,001 circles defined by (x - A(k))² + (y - B(k))² = (R(k))² for k ∈ [-10000, 10000]. Features dynamic aerodynamic flight kinematics, progressive compass drafting, interactive banking physics, and archival museum paper palettes.
60 FPS • Canvas 2D
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Full Executable Algorithm Code
372 lines
13739 chars
import type { ArtRenderer, ParameterState, RenderContext, TimeState } from '../../types/engine';
/**
* A Bird in Flight by Hamid Naderi Yeganeh (2016)
*
* An exact mathematical implementation of Hamid Naderi Yeganeh's iconic artwork
* consisting of 20,001 circles of the form:
* (x - A(k))^2 + (y - B(k))^2 = (R(k))^2
* for k in [-10000, 10000].
*
* Augmented with aerodynamic wing kinematics, interactive banking physics,
* progressive compass drafting, and archival fine-art color palettes.
*/
export function createBirdInFlight(): ArtRenderer {
const TOTAL_CIRCLES = 20001;
// Precomputed canonical geometry buffers
const baseA = new Float32Array(TOTAL_CIRCLES);
const baseB = new Float32Array(TOTAL_CIRCLES);
const baseR = new Float32Array(TOTAL_CIRCLES);
const wingWeight = new Float32Array(TOTAL_CIRCLES);
const wingPhaseOffset = new Float32Array(TOTAL_CIRCLES);
// Geometric center and bounds
const CENTER_Y = -0.7785;
const SPAN_X = 5.04;
const SPAN_Y = 2.59;
let isInitialized = false;
// Interactive pointer state
let targetTilt = 0;
let currTilt = 0;
let targetOffsetY = 0;
let currOffsetY = 0;
function initGeometry() {
if (isInitialized) return;
const pi = Math.PI;
for (let i = 0; i < TOTAL_CIRCLES; i++) {
const k = i - 10000;
const u = k / 10000;
// A(k): Lateral X Coordinate
const termA1 = (3 * k) / 20000;
const termA2 = Math.sin((pi / 2) * Math.pow(u, 7)) * Math.pow(Math.cos(41 * pi * u), 6);
const termA3 = 0.25 * Math.pow(Math.cos(41 * pi * u), 16) * Math.pow(Math.cos(0.5 * pi * u), 12) * Math.sin(6 * pi * u);
const A = termA1 + termA2 + termA3;
// B(k): Longitudinal Y Coordinate (Cartesian, positive is upward)
const termB1 = -Math.cos((pi / 2) * Math.pow(u, 7)) *
(1 + 1.5 * Math.pow(Math.cos(0.5 * pi * u), 6) * Math.pow(Math.cos(1.5 * pi * u), 6)) *
Math.pow(Math.cos(41 * pi * u), 6);
const termB2 = 0.5 * Math.pow(Math.cos(0.3 * pi * u), 10) *
Math.pow(Math.cos(0.9 * pi * u), 10) *
Math.pow(Math.cos(1.8 * pi * u), 10);
const B = termB1 + termB2;
// R(k): Circle Radius
const termR1 = 0.02;
const termR2 = 0.1 * Math.pow(Math.sin(41 * pi * u), 2) * Math.pow(Math.sin(0.9 * pi * u), 2);
const termR3 = 0.05 * Math.pow(Math.cos(41 * pi * u), 2) * Math.pow(Math.cos(0.5 * pi * u), 10);
const R = termR1 + termR2 + termR3;
baseA[i] = A;
baseB[i] = B;
baseR[i] = R;
// Wing factor for aerodynamic flight kinematics (0 along spine/tail/head, 1 at wingtips)
const absA = Math.abs(A);
const w = Math.max(0, Math.min(1, (absA - 0.22) / 2.0));
wingWeight[i] = w;
wingPhaseOffset[i] = w * 1.35;
}
isInitialized = true;
}
return {
setup() {
initGeometry();
},
onPointerMove(x: number, y: number) {
// Gentle banking and pitch response to pointer
targetTilt = (x - 0.5) * 0.18;
targetOffsetY = (y - 0.5) * 0.12;
},
render(context: RenderContext, timeState: TimeState, params: ParameterState) {
const { ctx, width, height } = context;
initGeometry();
// Parameter extraction
const flightSpeed = Number(params.flightSpeed ?? 1.0);
const flapAmp = Number(params.flapAmplitude ?? 0.12);
const circleCount = Math.max(1000, Math.min(TOTAL_CIRCLES, Math.round(Number(params.circleCount ?? TOTAL_CIRCLES))));
const strokeWidth = Number(params.strokeWidth ?? 0.45);
const colorScheme = Number(params.colorScheme ?? 0);
const drawProgress = Math.max(0.01, Math.min(1.0, Number(params.drawProgress ?? 1.0)));
const isDarkMode = Boolean(params.darkMode ?? false);
const t = timeState.time * flightSpeed;
// Smooth pointer banking
currTilt += (targetTilt - currTilt) * 0.06;
currOffsetY += (targetOffsetY - currOffsetY) * 0.06;
// Determine palette styles
// 0: Archival Noir (authentic paper), 1: Midnight Cyber Cyan, 2: Phoenix Flame, 3: Spectral Iridescent, 4: Obsidian Minimal
const effectiveDark = isDarkMode || colorScheme === 1 || colorScheme === 2 || colorScheme === 3 || colorScheme === 4;
if (effectiveDark) {
ctx.fillStyle = colorScheme === 1 ? '#040711' : colorScheme === 2 ? '#0d0706' : '#08090d';
ctx.fillRect(0, 0, width, height);
// Subtle dark space ambient glow
const radGlow = ctx.createRadialGradient(width * 0.5, height * 0.48, 10, width * 0.5, height * 0.48, width * 0.6);
radGlow.addColorStop(0, colorScheme === 1 ? 'rgba(0, 180, 255, 0.06)' : colorScheme === 2 ? 'rgba(255, 100, 30, 0.07)' : 'rgba(255, 255, 255, 0.03)');
radGlow.addColorStop(1, 'rgba(0, 0, 0, 0)');
ctx.fillStyle = radGlow;
ctx.fillRect(0, 0, width, height);
} else {
// Warm archival fine-art museum paper with delicate edge tint
ctx.fillStyle = '#f8f6f0';
ctx.fillRect(0, 0, width, height);
// Archival vignette
const paperGlow = ctx.createRadialGradient(width * 0.5, height * 0.5, width * 0.2, width * 0.5, height * 0.5, width * 0.7);
paperGlow.addColorStop(0, 'rgba(255, 255, 255, 0.6)');
paperGlow.addColorStop(0.85, 'rgba(238, 232, 220, 0.4)');
paperGlow.addColorStop(1, 'rgba(215, 206, 190, 0.7)');
ctx.fillStyle = paperGlow;
ctx.fillRect(0, 0, width, height);
}
// Coordinate scaling: fit bird majestically with comfortable breathing margin
const margin = 0.88;
const scaleX = (width * margin) / SPAN_X;
const scaleY = (height * margin) / SPAN_Y;
const scale = Math.min(scaleX, scaleY);
const cx = width * 0.5;
const cy = height * 0.5 + currOffsetY * height * 0.5;
// Aerodynamic hovering flight oscillation
const soarRise = Math.sin(t * 1.5) * 0.03;
ctx.save();
// Apply banking tilt around bird center
ctx.translate(cx, cy);
ctx.rotate(currTilt);
ctx.translate(-cx, -cy);
// Total circles to draw based on circleCount and drawProgress
const step = TOTAL_CIRCLES / circleCount;
const maxIndex = Math.floor(TOTAL_CIRCLES * drawProgress);
// Rendering pass: Batch circles by style for optimal 60 FPS performance
if (colorScheme === 0) {
// 0: Classic Archival Charcoal Ink
ctx.strokeStyle = effectiveDark ? 'rgba(240, 242, 248, 0.72)' : 'rgba(18, 20, 26, 0.78)';
ctx.lineWidth = strokeWidth;
ctx.beginPath();
for (let i = 0; i < maxIndex; i += step) {
const idx = Math.floor(i);
const A = baseA[idx];
const B = baseB[idx];
const R = baseR[idx];
const w = wingWeight[idx];
// Dynamic aerodynamic wing flapping
const flapDisp = flapAmp * Math.pow(w, 1.3) * Math.sin(t * 3.2 - wingPhaseOffset[idx]);
const pitchDisp = flapDisp * 0.12 * Math.sign(A);
const mathX = A + pitchDisp;
const mathY = B + flapDisp + soarRise - CENTER_Y;
const sx = cx + mathX * scale;
const sy = cy - mathY * scale;
const sr = R * scale;
ctx.moveTo(sx + sr, sy);
ctx.arc(sx, sy, sr, 0, Math.PI * 2);
}
ctx.stroke();
} else if (colorScheme === 1) {
// 1: Midnight Cyber Cyan & Electric Violet
ctx.globalCompositeOperation = 'screen';
const CHUNK_SIZE = 1200;
ctx.lineWidth = strokeWidth * 1.1;
for (let chunkStart = 0; chunkStart < maxIndex; chunkStart += CHUNK_SIZE) {
const chunkEnd = Math.min(maxIndex, chunkStart + CHUNK_SIZE);
const progressRatio = chunkStart / TOTAL_CIRCLES;
// Hue transitions from electric cyan (185) at wingtips to deep violet (280) at body
const hue = 185 + Math.sin(progressRatio * Math.PI) * 95;
ctx.strokeStyle = `hsla(${hue}, 92%, 62%, 0.65)`;
ctx.beginPath();
for (let i = chunkStart; i < chunkEnd; i += step) {
const idx = Math.floor(i);
const A = baseA[idx];
const B = baseB[idx];
const R = baseR[idx];
const w = wingWeight[idx];
const flapDisp = flapAmp * Math.pow(w, 1.3) * Math.sin(t * 3.2 - wingPhaseOffset[idx]);
const pitchDisp = flapDisp * 0.12 * Math.sign(A);
const mathX = A + pitchDisp;
const mathY = B + flapDisp + soarRise - CENTER_Y;
const sx = cx + mathX * scale;
const sy = cy - mathY * scale;
const sr = R * scale;
ctx.moveTo(sx + sr, sy);
ctx.arc(sx, sy, sr, 0, Math.PI * 2);
}
ctx.stroke();
}
} else if (colorScheme === 2) {
// 2: Phoenix Flame & Radiant Sunlit Embers
ctx.globalCompositeOperation = 'screen';
const CHUNK_SIZE = 1200;
ctx.lineWidth = strokeWidth * 1.1;
for (let chunkStart = 0; chunkStart < maxIndex; chunkStart += CHUNK_SIZE) {
const chunkEnd = Math.min(maxIndex, chunkStart + CHUNK_SIZE);
const progressRatio = chunkStart / TOTAL_CIRCLES;
// Fiery gold (45) to incandescent crimson (10)
const hue = 12 + Math.abs(Math.sin(progressRatio * Math.PI + t * 0.4)) * 38;
ctx.strokeStyle = `hsla(${hue}, 95%, 58%, 0.68)`;
ctx.beginPath();
for (let i = chunkStart; i < chunkEnd; i += step) {
const idx = Math.floor(i);
const A = baseA[idx];
const B = baseB[idx];
const R = baseR[idx];
const w = wingWeight[idx];
const flapDisp = flapAmp * Math.pow(w, 1.3) * Math.sin(t * 3.2 - wingPhaseOffset[idx]);
const pitchDisp = flapDisp * 0.12 * Math.sign(A);
const mathX = A + pitchDisp;
const mathY = B + flapDisp + soarRise - CENTER_Y;
const sx = cx + mathX * scale;
const sy = cy - mathY * scale;
const sr = R * scale;
ctx.moveTo(sx + sr, sy);
ctx.arc(sx, sy, sr, 0, Math.PI * 2);
}
ctx.stroke();
}
} else if (colorScheme === 3) {
// 3: Spectral Iridescent Prismatic Dispersion
ctx.globalCompositeOperation = effectiveDark ? 'screen' : 'source-over';
const CHUNK_SIZE = 1000;
ctx.lineWidth = strokeWidth;
for (let chunkStart = 0; chunkStart < maxIndex; chunkStart += CHUNK_SIZE) {
const chunkEnd = Math.min(maxIndex, chunkStart + CHUNK_SIZE);
const progressRatio = chunkStart / TOTAL_CIRCLES;
const hue = (progressRatio * 360 + t * 20) % 360;
ctx.strokeStyle = `hsla(${hue}, 85%, ${effectiveDark ? '65%' : '40%'}, 0.7)`;
ctx.beginPath();
for (let i = chunkStart; i < chunkEnd; i += step) {
const idx = Math.floor(i);
const A = baseA[idx];
const B = baseB[idx];
const R = baseR[idx];
const w = wingWeight[idx];
const flapDisp = flapAmp * Math.pow(w, 1.3) * Math.sin(t * 3.2 - wingPhaseOffset[idx]);
const pitchDisp = flapDisp * 0.12 * Math.sign(A);
const mathX = A + pitchDisp;
const mathY = B + flapDisp + soarRise - CENTER_Y;
const sx = cx + mathX * scale;
const sy = cy - mathY * scale;
const sr = R * scale;
ctx.moveTo(sx + sr, sy);
ctx.arc(sx, sy, sr, 0, Math.PI * 2);
}
ctx.stroke();
}
} else {
// 4: Minimalist Obsidian Noir (Pure Crisp White on Void)
ctx.strokeStyle = 'rgba(255, 255, 255, 0.75)';
ctx.lineWidth = strokeWidth;
ctx.beginPath();
for (let i = 0; i < maxIndex; i += step) {
const idx = Math.floor(i);
const A = baseA[idx];
const B = baseB[idx];
const R = baseR[idx];
const w = wingWeight[idx];
const flapDisp = flapAmp * Math.pow(w, 1.3) * Math.sin(t * 3.2 - wingPhaseOffset[idx]);
const pitchDisp = flapDisp * 0.12 * Math.sign(A);
const mathX = A + pitchDisp;
const mathY = B + flapDisp + soarRise - CENTER_Y;
const sx = cx + mathX * scale;
const sy = cy - mathY * scale;
const sr = R * scale;
ctx.moveTo(sx + sr, sy);
ctx.arc(sx, sy, sr, 0, Math.PI * 2);
}
ctx.stroke();
}
// Compass cursor indicator when progressively drafting
if (drawProgress < 0.999 && maxIndex > 0) {
const lastIdx = Math.min(TOTAL_CIRCLES - 1, maxIndex);
const lastA = baseA[lastIdx];
const lastB = baseB[lastIdx];
const lastR = baseR[lastIdx];
const lastW = wingWeight[lastIdx];
const flapDisp = flapAmp * Math.pow(lastW, 1.3) * Math.sin(t * 3.2 - wingPhaseOffset[lastIdx]);
const pitchDisp = flapDisp * 0.12 * Math.sign(lastA);
const mathX = lastA + pitchDisp;
const mathY = lastB + flapDisp + soarRise - CENTER_Y;
const penX = cx + mathX * scale;
const penY = cy - mathY * scale;
const penR = lastR * scale;
ctx.save();
ctx.strokeStyle = effectiveDark ? '#00ffff' : '#d97706';
ctx.lineWidth = 1.5;
ctx.beginPath();
ctx.arc(penX, penY, penR + 2, 0, Math.PI * 2);
ctx.stroke();
ctx.fillStyle = effectiveDark ? '#38bdf8' : '#b45309';
ctx.beginPath();
ctx.arc(penX, penY, 2.5, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
}
ctx.restore();
},
destroy() {
// Clean up buffers if needed
}
};
}
Edit in Interactive Playground
Zero Dependencies • Standalone Canvas 2D
ƒ
Mathematical Formulation
high
Analytical Equation
(x−A(k))2+(y−B(k))2A(k)B(k)R(k)=R(k)2,k∈[−10000,10000]=200003k+sin(2π(10000k)7)cos6(1000041πk)+41cos16(1000041πk)cos12(20000πk)sin(100006πk)=−cos(2π(10000k)7)(1+23cos6(20000πk)cos6(200003πk))cos6(1000041πk)+21cos10(1000003πk)cos10(1000009πk)cos10(10000018πk)=501+101sin2(1000041πk)sin2(1000009πk)+201cos2(1000041πk)cos10(20000πk)
Click to expand
∑
A Bird in Flight
Full Mathematical System • creatures
100%
Complete System of Equations
[Governing Law][Discrete Progression][Domain & Space][Parameter State](x−A(k))2+(y−B(k))2A(k)B(k)R(k)=R(k)2,k∈[−10000,10000]=200003k+sin(2π(10000k)7)cos6(1000041πk)+41cos16(1000041πk)cos12(20000πk)sin(100006πk)=−cos(2π(10000k)7)(1+23cos6(20000πk)cos6(200003πk))cos6(1000041πk)+21cos10(1000003πk)cos10(1000009πk)cos10(10000018πk)=501+101sin2(1000041πk)sin2(1000009πk)+201cos2(1000041πk)cos10(20000πk)A(k)=3k/20000+sin(0.5πu7)cos6(41πu)+0.25cos16(41πu)cos12(0.5πu)sin(6πu),B(k)=−cos(0.5πu7)(1+1.5cos6(0.5πu)cos6(1.5πu))cos6(41πu)+0.5cos10(0.3πu)cos10(0.9πu)cos10(1.8πu),R(k)=0.02+0.1sin2(41πu)sin2(0.9πu)+0.05cos2(41πu)cos10(0.5πu)x∈R2,t∈R+,ω∈[0,2π]λflightSpeed=1(Flight Cycle Speed),λflapAmplitude=0.12(Wing Soaring Amplitude),λcircleCount=20001(Circle Density),λstrokeWidth=0.45(Pen Stroke Weight)
(x−A(k))2+(y−B(k))2A(k)B(k)R(k)=R(k)2,k∈[−10000,10000]=200003k+sin(2π(10000k)7)cos6(1000041πk)+41cos16(1000041πk)cos12(20000πk)sin(100006πk)=−cos(2π(10000k)7)(1+23cos6(20000πk)cos6(200003πk))cos6(1000041πk)+21cos10(1000003πk)cos10(1000009πk)cos10(10000018πk)=501+101sin2(1000041πk)sin2(1000009πk)+201cos2(1000041πk)cos10(20000πk)
Computational Implementation (JavaScript Engine Equivalent)
A(k) = 3k/20000 + sin(0.5πu^7)cos^6(41πu) + 0.25cos^16(41πu)cos^12(0.5πu)sin(6πu), B(k) = -cos(0.5πu^7)(1 + 1.5cos^6(0.5πu)cos^6(1.5πu))cos^6(41πu) + 0.5cos^10(0.3πu)cos^10(0.9πu)cos^10(1.8πu), R(k) = 0.02 + 0.1sin^2(41πu)sin^2(0.9πu) + 0.05cos^2(41πu)cos^10(0.5πu) Compact Formula
A(k) = 3k/20000 + sin(0.5πu^7)cos^6(41πu) + 0.25cos^16(41πu)cos^12(0.5πu)sin(6πu), B(k) = -cos(0.5πu^7)(1 + 1.5cos^6(0.5πu)cos^6(1.5πu))cos^6(41πu) + 0.5cos^10(0.3πu)cos^10(0.9πu)cos^10(1.8πu), R(k) = 0.02 + 0.1sin^2(41πu)sin^2(0.9πu) + 0.05cos^2(41πu)cos^10(0.5πu) Mathematical Tags
#bird
#bird-in-flight
#hamid-naderi-yeganeh
#circles
#mathematical-art
#parametric
#creatures
#trigonometry
#generative
Author: Hamid Naderi Yeganeh Tribute Target: 60 FPS
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