Music Johann Kirnberger's
Musikalisches Würfelspiel ("Musical Dice Game") of 1757 is considered an early example of a generative system based on randomness. Dice were used to select musical sequences from a numbered pool of previously composed phrases. This system provided a balance of order and disorder. The structure was based on an element of order on one hand, and disorder on the other. The
fugues of
J.S. Bach could be considered generative, in that there is a strict underlying process that is followed by the composer. Similarly,
serialism follows strict procedures which, in some cases, can be set up to generate entire compositions with limited human intervention. Composers such as
John Cage,
Farmers Manual, and
Brian Eno , 2009 Artists such as
Hans Haacke have explored processes of physical and social systems in artistic context.
François Morellet has used both highly ordered and highly disordered systems in his artwork. Some of his paintings feature regular systems of radial or parallel lines to create
Moiré patterns. In other works he has used chance operations to determine the coloration of grids.
Sol LeWitt created generative art in the form of systems expressed in
natural language and systems of geometric
permutation.
Harold Cohen's
AARON system is a longstanding project combining software artificial intelligence with robotic painting devices to create physical artifacts.
Steina and Woody Vasulka are video art pioneers who used analog video feedback to create generative art. Video feedback is now cited as an example of deterministic chaos, and the early explorations by the Vasulkas anticipated contemporary science by many years. Software systems exploiting
evolutionary computing to create visual form include those created by
Scott Draves and
Karl Sims. The digital artist
Joseph Nechvatal has exploited models of viral contagion.
Autopoiesis by
Ken Rinaldo includes fifteen musical and
robotic sculptures that interact with the public and modify their behaviors based on both the presence of the participants and each other. , 1985 , 1991 The French artist
Jean-Max Albert, beside environmental sculptures like
Iapetus, and
O=C=O, developed a project dedicated to the vegetation itself, in terms of biological activity. The
Calmoduline Monument project is based on the property of a protein,
calmodulin, to bond selectively to calcium. Exterior physical constraints (wind, rain, etc.) modify the electric potential of the cellular membranes of a plant and consequently the flux of calcium. However, the calcium controls the expression of the calmoduline gene. The plant can thus, when there is a stimulus, modify its "typical" growth pattern. So the basic principle of this monumental sculpture is that to the extent that they could be picked up and transported, these signals could be enlarged, translated into colors and shapes, and show the plant's "decisions", suggesting a level of fundamental biological activity.
Maurizio Bolognini works with generative machines to address conceptual and social concerns.
Mark Napier is a pioneer in data mapping, creating works based on the streams of zeros and ones in Ethernet traffic, as part of the "Carnivore" project.
Martin Wattenberg pushed this theme further, transforming "data sets" as diverse as musical scores (in "Shape of Song", 2001) and Wikipedia edits (
History Flow, 2003, with
Fernanda Viegas) into dramatic visual compositions. The Canadian artist
San Base developed a "Dynamic Painting" algorithm in 2002. Using computer algorithms as "brush strokes", Base creates sophisticated imagery that evolves over time to produce a fluid, never-repeating artwork. Since 1996 there have been
ambigram generators that auto generate
ambigrams. Italian composer
Pietro Grossi, pioneer of
computer music since 1986, has extended his experiments to images – using the same procedure as in his musical work –, to be more precise, to computer graphics, writing programs with specific auto-decisions, and developing the concept of
HomeArt, presented for the first time in the exhibition
New Atlantis: the continent of electronic music organized by the
Venice Biennale in 1986. Some contemporary artists who create generative visual artworks are
John Maeda,
Daniel Shiffman,
Zachary Lieberman,
Golan Levin,
Casey Reas,
Ben Fry, and
Giles Whitaker (artist).
Comics In comics,
Ilan Manouach's
Fastwalkers (2023), published by
La Cinquième Couche, is considered the first book-length comic in which all text and images were produced through machine learning (GAN and GPT-3), developed within the Nvidia Inception Accelerator program. In 2010,
Michael Hansmeyer generated architectural columns in a project called "Subdivided Columns – A New Order (2010)". The piece explored how the simple process of repeated subdivision can create elaborate architectural patterns. Rather than designing any columns directly, Hansmeyer designed a process that produced columns automatically. The process could be run again and again with different parameters to create endless permutations. Endless permutations could be considered a hallmark of generative design.
Literature Writers such as
Tristan Tzara,
Brion Gysin, and
William Burroughs used the
cut-up technique to introduce randomization to literature as a generative system.
Jackson Mac Low produced computer-assisted poetry and used algorithms to generate texts;
Philip M. Parker has written software to automatically generate entire books.
Jason Nelson used generative methods with speech-to-text software to create a series of digital poems from movies, television and other audio sources. In the late 2010s, authors began to experiment with
neural networks trained on large language datasets.
David Jhave Johnston's
ReRites is an early example of human-edited AI-generated poetry.
Live coding Generative systems may be modified while they operate, for example by using interactive programming environments such as
Csound,
SuperCollider,
Fluxus and
TidalCycles, including patching environments such as
Max/MSP,
Pure Data and
vvvv. This is a standard approach to programming by artists, but may also be used to create live music and/or video by manipulating generative systems on stage, a performance practice that has become known as
live coding. As with many examples of
software art, because live coding emphasizes human authorship rather than autonomy, it may be considered in opposition to generative art.
Blockchain In 2020, Erick "Snowfro" Calderon launched the Art Blocks platform for combining the ideas of generative art and the
blockchain, with resulting artworks created as
NFTs on the
Ethereum blockchain. One of the key innovations with the generative art created in this way is that all the source code and algorithm for creating the art has to be finalized and put on the blockchain permanently, without any ability to alter it further. Only when the artwork is sold ("minted"), the artwork is generated; the result is random yet should reflect the overall aesthetic defined by the artist. Calderon argues that this process forces the artist to be very thoughtful of the algorithm behind the art:Until today, a [generative] artist would create an algorithm, press the spacebar 100 times, pick five of the best ones and print them in high quality. Then they would frame them, and put them in a gallery.
Maybe. Because Art Blocks forces the artist to accept every single output of the algorithm as their signed piece, the artist has to go back and tweak the algorithm until it's perfect. They can't just cherry pick the good outputs. That elevates the level of algorithmic execution because the artist is creating something that they know they're proud of before they even know what's going to come out on the other side. ==Theories==