Hypercells

generative-systems 10/2026
Year
2026
Location
Berlin, Germany
Scale
128k to 1024k particles per build; 1,000,000 particles in the 4K build
Technology
WebGL2 GPU particle-life (physarum) with an evolvable 80-float Fourier steering rule and machine-driven shader evolution
Resolution
4K UHD (3840 × 2160)

Hypercells is a generative software series by Studio A N F, first released in 2026 from the studio in Berlin. Each piece is a self-contained WebGL2 application in which hundreds of thousands of GPU particles deposit velocity into a decaying flow field and steer through an evolvable 80-float Fourier rule. The work is shown on screens as a live, non-repeating particle system rather than a rendered video.

Hypercells 90-second compilation, 2026: sixteen moves cut from 4K captures of the engine at 3840 × 2160, with an original drone score.
Hypercells — dense particle filaments in red, orange and yellow with cyan edges over a black field, with green deposits of accumulated density left of centre Hypercells, 4K autopilot build: 1,000,000 particles in a 3840 × 2160 field, dense filaments over black

The engine is a particle-life simulation in the tradition of physarum slime-mould models. Every particle writes velocity into a 2D field that decays each frame. Two mirrored sensors read that field ahead of the particle and to its side, and the difference between them is passed through an 80-float Fourier feature map that turns the reading into a steering direction. Changing those 80 numbers changes the organism, which is why the rule itself is the artwork rather than any single configuration.

Particles are split into colour cohorts, each steered by its own mutation of the shared rule, so several behaviours run in the same field at once and the image shows their boundaries as colour. An avoidance build adds a separate density field at half the flow-field resolution: each particle reads the density other particles left behind and turns away, with strength, radius and memory exposed as controls. Particle counts are selectable from 128k up to 1024k, and particle count and field edge scale together so the visual density stays constant.

Hypercells — a high-key cyan field of fine granular particle texture on black, with a single bright magenta bloom cluster left of centre
High-key cohort configuration: a cyan field with a single magenta bloom

A third build puts the cohorts in competition. A MAX-blended dominance grid is computed over the field, each cell going to the strongest cohort roll scaled by population share, and beaten particles convert to the winner and are immune while their hue blends over one second. The round ends when the leader holds 99% or more of the particles; the winner's effective rule is then read back, re-mutated with a fresh seed, and the map is re-dealt into contiguous sectors, so the system keeps playing rather than settling.

Hypercells — mint and cyan particle filaments with magenta ribbons radiating outward around a dense magenta-violet core on a dark field
Domination configuration: one cohort holding the centre, its hue spreading through converted particles

Rule evolution is automated. A localhost bridge serves the show to the display and runs an agent that reads the current behaviour shader, proposes a change, applies it, observes the result and keeps or reverts it, writing every accepted version to a numbered history and every proposal to a candidates folder with its outcome. The steering rule is therefore edited by a machine against the show's own behaviour rather than by hand.

The series runs at architectural scale as well as on screen. The 4K build presents 1,000,000 particles full-bleed at 3840 × 2160, and the same engine is tuned for realtime operation: on an integrated Intel UHD 630 GPU, the avoidance build was optimised from 81.5 ms to 11.9 ms per frame at 128k particles, and from 417 ms to 84 ms at 1024k.

Hypercells — a violet and blue field of fine fibrous particle trails with red and green filaments woven through it
Violet field: fibrous trails with red and green cohorts woven through the flow
Hypercells — warm orange, red and magenta particle fibres with lime-green filaments crossing them, an orange bloom top left
Warm configuration: orange and red fibres with lime-green filaments, a bloom opening top left

Every build is a single HTML file with no external assets, and every configuration is a JSON snapshot that can be saved and reloaded, so a run seen on screen can be reproduced exactly later. The series extends the studio's physarum and swarm-based generative work (Schwarm, 2007 onwards) into GPU particle systems, and it is developed alongside Hypercore, the studio's dense-texture generative AI series (2024).