Polygon deformation combined with automated feature set extraction are the two key areas of this algorithm.

Drawing inspiration from Tyler Hobb's writing on generative water colour, this algorithm employs layered polygons with randomised edge sub-division to create a soft textured render.

The choice of the polygon positions comes from automated feature extraction using SURF, the sizes come from a voronoi graph, colours are pulled from the underlying image at the voronoi region centroid.

Two passes happen: the first will draw 50 low-alpha polys with larger probability of more chaotic edge sub-division. The pass creates a smoothly filled background (since most features will be localised to corners and edges). These polys are drawn and filled 10x larger than the region size.

The second pass draws the same polys with an outline, the outline alpha is inversely proportional to the size of the poly (so smaller polys have harder outlines). The edge sub-division is lower and less evident.

This is the first in a longer series exploring this algorithm.


Detail (1:1)


13056 x 9792 (~A0 Landscape)


Can this exact image be re-produced? There is a large amount of small randomisation in this algorithm. Polygon sizes and positions are slightly altered at each layer, edge sub-division parameters are also slightly dynamic.

Are there any other images on this website that were generated by this algorithm? Currently these are the only prints available that use this algorithm but more will be added shortly as part of a new project continuing to explore this code.

Is this a limited edition print? No

How can I buy a print? Please get in touch with your requirements.