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    |  processing 0067   november, 2003   j.tarbell
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          |  | 200 x 200 pixels 100 particles
 
 | 400 x 400 pixels 250 particles
 
 | 600 x 600 pixels 1 ,000 particles
 
 | 1000 x 1000 pixels 4200 particles
 
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          | The Bubble Chamber is a generative painting system 
            of imaginary colliding particles. A single super-massive collision 
            produces a discrete universe of four particle types. Particles draw 
            their positions over time as pixel exposures. 
 This project was created for a November 2003 exhibition within the 
            Proccessing gallery. 
            This online exhibit features a collection of inspiring works demonstrating 
            the awesome powers of the Processing environment, created by Casey 
            Reas and Ben Fry.
 
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          | UNIV00 .. UNIV51 Previously 
            generated collision events by the programmer |  | 
   
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    |  TIMELAPSE Time lapse 
      of collision event (10 minutes, discontinuous sequence).
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    |  A0000 Strange desaturation 
      event
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          | Four types of particles exist. The behavior and 
            graphic appearance of each particle type is unique. A more complete 
            description can be found in the particle classes located within the 
            source code. 
 No simulation of quantum phenomena is being attempted here. The particle 
            names have been borrowed to ease personalization of the objects.
 
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          |  C0000 Collision 
            site detail
 
 |  C0001 Collision 
            site detail
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          |  C0002 Collision 
            site detail, 5 minute exposure
 |  C0003 Collision 
            site detail, 5 minute exposure
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          |  C0004 Collision 
            site detail, 5 minute exposure
 |  C0005 Collision 
            site detail, 5 minute exposure
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          |  C0006 Collision 
            site detail, 5 minute exposure
 |  C0007 Collision 
            site detail, 5 minute exposure
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          | Each collision event contains approximately 216 
            random calculations and over 1 billion pixels of information. This 
            potent combination reveals a system with a lifetime of variation. 
            Every collision creates an entirely unique rendering. |  | 
  
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