from Video and the Arts Magazine, Winter 1986

CALCULATED MOVEMENTS
An Interview with Larry Cuba
by Gene Youngblood
Larry Cuba is one of the most important artists currently
working in the tradition known variously as abstract, absolute or concrete
animation. This is the approach to cinema (film and video) as a purely
visual experience, an art form related more to painting and music than
to drama or photography. Viking Eggeling, Hans Richter, Oskar Fischinger,
Len Lye, Norman McLaren and the Whitney brothers are among the diverse
group of painters, sculptors, architects, filmmakers and video and computer
artists who have made distinguished contributions to this field over the
last 73 years.
Insofar as it is understood as the visual equivalent
of musical composition, abstract animation necessarily has an underlying
mathematical structure; and since the computer is the supreme instrument
of mathematical description, it's not surprising that computer artists
have inherited the responsibility of advancing this tradition into new
territory. Ironically, very few artists in the world today employ the
digital computer exclusively to explore the possibilities of abstract
animation as music's visual counterpart. John Whitney, Sr. is the most
famous, and rightly so: he was the first to carry the tradition into the
digital domain, and his book Digital Harmony is among the most rigorous
(if also controversial) theoretical treatments of the subject. But for
me Cuba's work is by far the more aesthetically satisfying. Indeed, if
there is a Bach of abstract animation it is Larry Cuba.
Words like elegant, graceful, exhilarating or spectacular
do not begin to articulate the evocative power of these sublime works
characterized by cascading designs, startling shifts of perspective and
the ineffable beauty of precise, mathematical structure. They are as close
to music---particularly the mathematically transcendent music of Bach---as
the moving-image arts will ever get.
Cuba has produced only four films in thirteen years.
The best known are 3/78 (Objects and Transformations) (1978) and Two Space
(1979). The imagery in both consists of white dots against a black field.
In 3/78 sixteen "objects," each consisting of a hundred points
of light, perform a series of precisely choreographed rhythmic transformations
against a haunting, minimal soundtrack of the shakuhachi, the Japanese
bamboo flute. Cuba described it as an exercise in the visual perception
of motion and musical structure." In Two Space, patterns resembling
the tiles of Islamic temples are generated by performing a set of symmetry
operations (translations, rotations, reflections, etc.) upon a basic figure
or "tile." Twelve such patterns constructed from nine different
animating figures are choreographed to produce illusions of figure-ground
reversal and afterimages of color. This is set against 200 year old Javanese
gamelan music. Both films have won numerous awards and have been exhibited
at festivals around the world . Calculated Movements, Cuba's first work
in six years, premiered in July at the San Francisco Museum of Modern
Art and was also included in the film and video show of SIGGRAPH '85,
the international computer graphics conference. It is a magnificent work,
destined to join 3/78 and Two Space as a classic of abstract animation.
It represents a formal departure from its predecessors. Whereas they were
produced on expensive vector graphic equipment at institutional facilities,
using a mainframe and minicomputer respectively, Calculated Movements
was produced at Cuba's studio in Santa Cruz on the Datamax UV-1 personal
computer with Tom DeFanti's Zgrass graphics language. This is a raster-graphic
system that allowed Cuba to work for the first time with solid areas and
"volumes" rather than just dots of light. The result, both in
design and dynamism, is strongly reminiscent of the films of Oskar Fischinger.
Computer animation is neither film nor video---those
are simply media through which a computer's output can be stored, distributed
and displayed. Previously Cuba released his work only on film, but Calculated
Movements is available on both film and video. We talked about the theory
and practice of abstract animation, about the computer as an instrument
of that practice, and about the production of Calculated Movements.
GENE: There's a widespread belief that mathematics
and intuition are somehow antithetical; yet the outstanding characteristic
of your work is a graceful musicality that feels profoundly intuitive,
even spiritual.
LARRY: I appreciate your saying that because that's
clearly my goal . Music does do that, and it has an underlying mathematical
structure, although I think no one's really clear on how or why it affects
us the way it does, what the rules are. A lot of people are working on
that and have theories about it. It seems my job is to see how we can
do it graphically.
What I'm trying to do is, I think, very difficult.
The creative process here appears to be so much different than from most
art forms---using mathematics to create pictures, trying to make them
affect us the way music does. ' How do I create these things? . . . "
I think it comes from paying attention to things that affect me. When
I see visuals that elicit that response I think about why, where it came
from, what is the quality? In a sense, this is what abstraction is about:
what's the essence without the details? I'm always searching for that.
In computer graphics today there's, this great push toward simulating
reality, especially natural phenomena. Realistic simulations of plants,
for example. Plants are beautiful, so naturally the simulations are beautiful.
Plants, mountains, trees, the pattern water makes when it goes over a
rock-these are evocative in the same way music is. But I want to know
why. I don't want to simply reproduce the pattern; I want to know what
it is about the pattern that evokes that feeling. And what's the relation
between that pattern and its mathematical description?
What they're finding now as they attempt to simulate
things like trees is that there's a balance between total randomness and
an order that's very predictable. Leaves of a tree are different in some
ways and the same in others. So there's a delicate balance between the
order which makes them the same and the randomness which makes them different.
It's what makes the tree so aesthetically satisfying. And that's where
the underlying mathematics comes in. In my work, I start with a very ordered
system and continually add the variations which make it more and more
interesting.
GENE: When you show your films in person, you frequently
talk about the history of hand-drawn abstract animation and show examples
of work by Fischinger and McLaren and others.
LARRY: That's to establish an appropriate context
for the work. Because typically the interest in these films comes from
an interest in the technology, the fact that it's computer graphics or
computer animation. It seems the major assumed goal is to push the state
of the art technologically. I'm not interested in that. My work is not
part of that big race for the flashiest, zoomiest, most chrome, most glass,
most super-rendered image. My interest is experimental animation as the
design of form in motion, independent of any particular technology used
to create it. The underlying problems of design in motion are universal
to everyone working in this tradition whether they use the computer or
not. So in that sense what I do is not "computer art.
On the other hand the technology is clearly important.
If you think about the process used in abstract animation it does become
important that youre using a computer in the way it affects your
vocabulary. Because if you start with these mathematical structures you
can discover imagery that you have not previsualized but have found
within the dimensions of the search space. Certainly every artist is engaged
in some form of dialogue with their tools and their medium, whether it's
brushes on paint and paper or a video synthesizer or a computer. But my
tool is the mathematics and the programming that depend on a computer
as the medium to execute it. So in that sense the computer adds a new
dimension to this field of exploration which started with Gina and Corra,
the Italian Futurists who are attributed with the earliest abstract films
in 1912. They were talking 20th century dynamism. Today we're talking
mathematics.
GENE: Do you have a formal background in math?
LARRY: I dont use any math more advanced than
what you learn in high school. Just algebra. But I do have an interest
in mathematics as a domain of thought. Its a lot like art---a world
in itself, apart from everyday reality yet also underlying everyday reality.
And the more advanced the mathematics the more abstract it is. It becomes
more a world of its own. You can say the same about art as it be comes
more abstract.
GENE: How do you work? Do you think up an image and
then work backward from image to an equation?
LARRY: A little of both. It's ironic, but I find that
when I visualize a specific image and program it up, it never looks as
interesting as I thought it would. But that's the beginning. I can see
what's wrong with it and that's where I start making changes. It's a real
exploration through a space of imagery that I'm led to through this dialog,
so that every experiment leads to the next experiment.
GENE: That's the whole point of experimental work.
It's research.
LARRY: Or art. Someone once asked what I mean by the
term "experimental film." What makes them experimental? I said
because theyre not previsualized. They're the result of experiments
and dialog with the medium. And he said, 'Well, all art is like that,
that's what art is." I said all art is like that but all film is
not. We're much more used to films being preconceived, both in content
and execution. Even many people with whom I share the same intent will
listen to a piece of music, come up with images, storyboard them and animate
them . So that by the time they get to the production stage the result
is almost a foregone conclusion.
That's much less of a dialog than my approach and
in that sense it's not as experimental. Also there's the danger that the
music is carrying the piece: take away the sound and there's not much
left. In my work, the visuals come first. I'm trying to discover what
works visually, so I never start with music. That would be starting with
a composition that already exists, and composition is the problem. I don't
have an image of the final film or even any of the scenes before I start
programming. I only have basic structural ideas that come from algebra,
or from the nature of the [computer] drawing process, or from the hierarchical
structure of the items in the scene and how they will dance---the choreographic
movements from a mathematical point of view.
GENE: Calculated Movements differs from your earlier
films more than they differ from one another.
LARRY: The most obvious difference comes directly
from the hardware. The other films were done on vector systems, so I was
using dots. Going to the Zgrass machine meant not only going down from
a mainframe to a mini to a micro but also going from vector to raster
graphics. So this is my new palette, so to speak. New in two ways: I could
draw solid areas so that my form became delineated areas instead of just
dots, and I had four colors: white, black, light grey and dark gray. Every
film I've made was done on a different system. This is the only piece
I've made on this machine. So the evolution of my work is directly parallel
to the evolution of systems I've used.
Two Space was not composed in real time. It was done
in the traditional manner of writing the program, running it on a computer
in animation mode where it takes several seconds per frame, then it goes
to film, then the film is processed, and only then can you see it move.
As a result, the rhythmic structure of Two Space is rather limited. There
isn't much variation. The pacing is very much like the gamelan music I
used on the soundtrack, regular and continuous. The advantage was that
working in animated time imposed no limit on the complexity of the image.
As long as I was willing to wait it would continue to draw dots. So the
images could be dense and they could be of any arbitrary formulation---the
computation required to calculate where the dot goes could be arbitrarily
complex. For 3/78, I used a real time system. When I ran my programs I
could see the animation immediately. That feedback allowed me to deal
with a more varied rhythmic structure. There's much more variation in
3/78, so it feels more musical in the western sense of polyrhythmic structure.
But there was a trade-off because there's a limit to what can be calculated
and drawn in real time, and that imposed a limitation on its visual complexity.
With Calculated Movements, I was back working in animated time. Consequently,
I don't think it's as rhythmic as 3/78 in the sense of a variety of movements.
3/78 is one continuous transformation from beginning to end whose movements
start and stop and change speed according to a fairly complex score without
much repetition, whereas each event in Calculated Movements has its own
fixed internal rhythm. It comes and goes and there isn't much variation
other than that. So in that sense it's more like Two Space.
GENE: It feels very fluid and elegant to me. Can you
describe the compositional strategy?
LARRY: There are five movements that alternate between
two types. The odd-numbered movements are each structured as a single
event about a minute long in which ribbon-like figures follow a single
trajectory against a middle gray background, and each scene represents
a structural variation on this theme.
In the first movement a single rib bon appears, follows
a trajectory and disappears; it's followed by another ribbon, then another,
and so on, all following the same path. So there are no transformations
in space but a large transformation in time---that is, the figures are
shifted out of phase only in time but not two dimensionally. Another option
is to spread them out in a two-dimensional pattern so they can be traversing
this path simultaneously. So in the third movement they're shifted both
in time and space. Also, because the figures are longer they overlap and
form a dense array. They appear, go through the trajectory and disappear.
In the fifth movement, theyre also shifted in time and space but
they're shorter in length, so they look more like a flock of birds.
The strategy for the even-numbered movements, in contrast,
was a collection of forty short events ranging from one and a half seconds
to five seconds, orchestrated to appear and disappear at different intervals.
Each event follows the same basic structure of a trajectory, repetition
of the figure and some transformation spatially and temporally of each
repetition. I designed these events using a random number generator that
selected values for each parameter from within a predetermined range.
Many events were generated this way, then I selected and orchestrated
them intuitively. So the overall strategy for Calculated Movements is
a two dimensional pattern whose parameters are: What is the path? How
many figures are there? How far apart are they? What are the dimensions
of each ribbon? And the phasing---how far apart in time are they? This
is essentially an evolution of the Two Space approach. All of Two Space
came from variations of the basic figure whose parameters were fixed for
the whole film. The next step was to start varying those parameters to
get more degrees of freedom. And that's Calculated Movements.
GENE: What about sound?
LARRY: Larry Simon and Craig Harris did the odd-numbered
movements based on my suggestions. They used a computer-controlled Yamaha
DX-7. These are the scenes that follow the same path and have the feel
of being one long event, so they have one type of very melodic music almost
Philip Glass style.
The other scenes were more difficult because their
structure is more intricate- more isolated events. Rand Weatherwax did
the sound for these using an Emulator Two, a digital sampling device like
the Fairlight or the Synclavier that has a built-in sequencer. I found
it would be easy to match the sequencing of sound events with graphics
events by programming into the sequencer the same temporal structure as
the images. So, because we synced up sonic events with graphic events
you might say that the composition-in the sense of when notes appear and
disappear-comes directly from the underlying structure that I had composed
for the graphics. But when it came to what sounds to plug in for each
event, Rand would pull out one of his library of effects and would modify
it until I was satisfied. So in that sense it was a collaboration not
unlike my collaboration with John Whitney as programmer for Arabesque.
John didn't actually write the programs but he had very specific ideas.
So who composed Arabesque? Well, it's Johns film creatively; I only
worked as programmer, but I think if someone else had programmed it, it
would have come out differently.
GENE: How long did you work on the visual composition?
LARRY: About two and a half years. The first few months
are always spent developing tools in the particular language you're using.
The language itself is a tool but then you create your own tools with
it---called macros or sub routines---to do generalized classes of things.
Thats a reason why the generalized approach takes more time. For
3/78, I spent about three months developing the tools that would allow
me to manipulate geometric figures and score them with different phasing
and patterns and so on. Then came the matter of using that tool to score
a specific sequence. So first I developed the tools and then I made the
film.
But with Calculated Movements the tools evolved simultaneously
with the visual composition. I started making serious progress only when
I got a Lyon-Lamb video animation system about two years ago. Then I could
do extended scenes on tape so I could see what I was doing. I'd program
the scenes then run the computer for ten or twenty hours to produce the
animation. I did have some preview during the still phase/ while I was
developing the program. I could look at some images to make sure the program
was running right. Then Id run it and look at the tape, and that
was the first time I actually saw the images move. At that point ld
frequently realize I needed a whole other set of tools so I'd rewrite
the entire system and experiment some more. Over two years I generated
about ninety minutes of working material, about a hundred individual shots.
That represents an evolution of programs. So there was an evolution of
the tool simultaneously with the evolution of the pictures-to the extent
that I'd get way down the line and look back at the early pictures and
realize I couldn't generate those pictures anymore because the software
had evolved. I'd opened up new dimensions and closed off others. So it
represents my own personal evolution. As Jane Veeder likes to say, the
artist is the work in progress. This is two years of working on me. The
films are like progress reports. They represent where I am at this point
in the evolution.
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