FRATZE, 2022
Painted with custom software by Kim Asendorf. ©️2022.
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Painted with custom software by Kim Asendorf. ©️2022.
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PXL DEX is a series of fully on-chain real time animations, where each pixel is a token in itself. PXL DEX is the first artwork within the PXL ecosystem, an ongoing work series to experiment with pixels as utility tokens. The collection consists of 256 NFTs that are deployed via a custom Smart Contract on the Ethereum Mainnet. Kim Asendorf, 2025.
monogrid is a collection of 256 real-time animations created by Kim Asendorf. 2021/10
Cargo is a series of abstract paintings created with animated pixels that are constantly moving without ever repeating. It is painting new patterns on the fly in between macro and micro compositions with a duality of different rhythms and continuous synchronicity. The focus is alternately drawn to detail, then distracted by movement elsewhere and caught up in the overall picture. This rhythm turns the visual complexity into an active experience.
ASDF: “My work should offer individual ways of interpretation, or even allow one to find some self in it. It wants to inspire some thoughts about dynamics and systemics and also just mesmerize the audience, capture them in a little fantasy, or just for a brief moment in a state of satisfaction.”
Cargo is the latest work in Kim Asendorf’s ongoing work series of pixel pattern animations. Starting with monogrid in 2021, and Sabotage in 2022, both highly conceptual series, therefore visually very raw and unimaginable. Asendorf discovered various interesting details in these works, which eventually became fundamental in his artistic expression.
Cargo is a real time WebGL software written in JavaScript and GLSL. At its core is a flip-flop render buffer, also known as feedback buffer. That means the animation is alternately rendered in two different frame buffers. This technique allows the usage of the previous frame of the animation as an asset in the current rendering, which allows for a series of reactive animation strategies.
An initial image with variable structures and patterns is rendered and subsequently loaded into the frame buffer. A fragment shader is used to apply a set of animation algorithms that make the pixel move and a set of reset algorithms that constantly try to recreate the initial image. The final animation happens in selected containers and is always a combination of two algorithms, one from each set. By regularly animating and partially resetting the pixels, a wide range of movement patterns appear.
Cargo is a responsive and pixel exact artwork and it will fill the screen on any display size, thus changing the total amount of used pixels accordingly. This results in the fact that the detail level in the artwork is changing depending on the dimensions. The overall structure is consistently stretching the x and y axis independently. Single containers scale along the dimensions and offer more pixels to render the patterns at a larger representation compared to a smaller representation. This behavior leads to a brilliance, perfect pixels, a crisp rendering with nothing like compression artifacts.
This software includes the simplex noise JavaScript implementation by Jonas Wagner and the cellular noise GLSL code by Stefan Gustavson.
The formal structure of a book is beautiful by itself, but its aesthetic is the tacit atmosphere within which events take place in a story.
The WebGL real-time animation sets up an initial grid based on the fxhash. The grid cells get subdivided into another grid and the resulting cells become filled with pixels in color (33%) or black and white (66%).
The colored pixels come in 3 different coloring styles.
SABOTAGE #1006 / This artwork is not just about the art, but also about an intimate personal experience. The collector is invited to the creation process, to be in dialog with the artist, while watching him creating the artwork in a video chat. The creation of the art will become a performance and eventually the collector will become a part of the artwork. / https://sabotage.kim
On-chain multi-channel real-time animation, variable dimension. Kim Asendorf & Leander Herzog, 2023.
On-chain real-time animation, variable dimension. Kim Asendorf, 2023.
Collectors of this piece will become part of the artwork itself. The artwork updates the collectors list every minute.
INFO: Collectors who hold more than one token will not appear. Collectors will also loose their spot in the piece when they swap it.
ATTENTION: This is an experimental artwork, that relies on the hicdex.com API. Changes on the API may break it.
10% of the profit will be donated to hicdex to support the its existence.
Tr4ns4ctions is a series of real-time animations that use pixels to create an abstraction of the movement of values. The pixels are constantly rearranging, being transferred from offer to taker, liquify, appear and disappear. They are forming endless compositions, sometimes intransparent or with strange spins.
The level of abstraction has been set to a 2x pixel size and the color palette of the NES with 12 different color modes. 16 pixel patterns serve as the fundamental building blocks and a simplex noise field determines the direction of movement.
click || space => pause/unpause
View all tr4ns4ctions at https://tr4ns4ctions.com
Kim Asendorf, 2022
On-chain real-time animation, variable dimension. Kim Asendorf, 2024.
Our minds have dedicated memory slots for each person we have ever met. These slots are constantly rewritten and updated with new experiences and the alteration of the person over time, thus deleting or overwriting old data.
Memories are the sum of all the residues of images, those which remained, those which were confirmed. But how can we touch this erasure that we can no longer reach?
We were all children, and teenagers, and this radical transition is the perfect template to visualize the memory behavior of our minds, resembles somewhere this uncontrolled deletion, this reassembly of cells, or pixels.
These in-between states, that we all share have been materialized, suspended in time, so that we never forget where we're coming from, never pretend that it's all real. Someday soon this will all be someone else's dream.
Ellie Hedden & Kim Asendorf, 2022
Kim Asendorf wearing Google Chrome Glasses
JPEG, 640x480px, 2013
With Doppelgänger, Quantum and Justin Aversano unveil a collection of 1000 unseen outtakes from the healing journey of Twin Flames restructured through code. This collection is a set of 1000 unique animations created in collaboration with Kim Asendorf, known for his Pixel Sorting script. Processed through code, unique variations of the original twins portraits by Justin Aversano become their own glitched alter ego before our eyes.
To view the full resolution artwork, just go to: https://quantum.mypinata.cloud/ipfs/QmaYZdNv7WbxmGdkYE1Pdr4cM9mKBbYJoiNCDQXpzcH7ya/?token=830
Cargo is a series of abstract paintings created with animated pixels that are constantly moving without ever repeating. It is painting new patterns on the fly in between macro and micro compositions with a duality of different rhythms and continuous synchronicity. The focus is alternately drawn to detail, then distracted by movement elsewhere and caught up in the overall picture. This rhythm turns the visual complexity into an active experience.
ASDF: “My work should offer individual ways of interpretation, or even allow one to find some self in it. It wants to inspire some thoughts about dynamics and systemics and also just mesmerize the audience, capture them in a little fantasy, or just for a brief moment in a state of satisfaction.”
Cargo is the latest work in Kim Asendorf’s ongoing work series of pixel pattern animations. Starting with monogrid in 2021, and Sabotage in 2022, both highly conceptual series, therefore visually very raw and unimaginable. Asendorf discovered various interesting details in these works, which eventually became fundamental in his artistic expression.
Cargo is a real time WebGL software written in JavaScript and GLSL. At its core is a flip-flop render buffer, also known as feedback buffer. That means the animation is alternately rendered in two different frame buffers. This technique allows the usage of the previous frame of the animation as an asset in the current rendering, which allows for a series of reactive animation strategies.
An initial image with variable structures and patterns is rendered and subsequently loaded into the frame buffer. A fragment shader is used to apply a set of animation algorithms that make the pixel move and a set of reset algorithms that constantly try to recreate the initial image. The final animation happens in selected containers and is always a combination of two algorithms, one from each set. By regularly animating and partially resetting the pixels, a wide range of movement patterns appear.
Cargo is a responsive and pixel exact artwork and it will fill the screen on any display size, thus changing the total amount of used pixels accordingly. This results in the fact that the detail level in the artwork is changing depending on the dimensions. The overall structure is consistently stretching the x and y axis independently. Single containers scale along the dimensions and offer more pixels to render the patterns at a larger representation compared to a smaller representation. This behavior leads to a brilliance, perfect pixels, a crisp rendering with nothing like compression artifacts.
This software includes the simplex noise JavaScript implementation by Jonas Wagner and the cellular noise GLSL code by Stefan Gustavson.
Event Horizon is a minimal simulation of circular energy fields that are traveling along paths to manipulate all matter within their reach. Various energies are mixing and interacting when colliding in the same space, creating dynamics and movements that alter the underlying grid and draw new patterns along their way through space.