As an undergraduate art student, I was drawn to the print studio, often using simple algorithms to produce abstract images, some of which are shown here. But a programming course captured my interest, causing me to study computer science as well. In the early 80's I went to graduate school at Ohio State University, a pioneering school in the field of computer graphics. My studies culminated in an award winning early computer animation entitled Eurhythmy, created with my husband and collaborator, Michael Girard.
We taught computer animation in the Netherlands for a few years, and then returned to Palo Alto California, the small town where I grew up and which had since transformed into the center of Silicon Valley. There we created another animation entitled Brouhaha, as well as an early virtual reality piece called Menagerie, which ran on a Fake Space boom, and was shown at the Pompideu in Paris.
At the time, the early 90's, commercial computer graphics software was expensive and in its infancy. So we decided to make software tools which we could use and also sell. We started a company, Unreal Pictures, where we created Biped and other plugins for Autodesk's 3d Studio Max. We eventually sold our company to Autodesk, and worked for them for another ten years, creating Populate, crowd animation software.
In 2014 we left Autodesk in order to return to our original pursuit of making art. I again gravitated towards abstract algorithmic art and prints, this time using professional 3d computer graphics software, and coded algorithms, the results of which are presented here.