{"id":"silicon-dreams","no":667,"name":"Silicon Dreams","ja":"シリコン・ドリームズ","era":"late 1980s–late 1990s","family":"デジタル・レトロ","kind":"スタイル","essence":"初期3Dアニメーションが、物理法則より変形そのものを発見として見せた超現実的な画面言語。鏡面のプリミティブ、低いポリゴン数、無限床、モーフィング、浮遊カメラが、計算機の夢を見る空間をつくる。","cues":["球、円錐、トーラス、顔が連続変形するモーフィング","鏡面、チェッカー床、無限の地平、黒い宇宙","低ポリゴンと滑らかな反射が同じ画面に残る","目的地なく物体を回り込む浮遊カメラ"],"intents":["未来","技術","遊び"],"pair":["early-cyber","low-poly"],"study":["early 3D computer animation","Silicon Graphics workstations","morphing and primitive geometry"],"works":["映像、ゲーム、技術展示で、初期3Dが持っていた計算そのものの驚きを再現するとき","現実的な製品説明を避け、形が変わり続ける夢として技術を見せるとき"],"recipe":{"type":"押し出した単純な3D文字を一語だけ置き、物体と同じ軸でゆっくり回転させる。","layout":"中央のプリミティブを一つ変形させ、無限床と地平線でカメラの浮遊を読ませる。","material":"低ポリゴン、鏡面、チェッカー、初期レイトレーシングの粗い反射を高解像度へ磨き直さず残す。"},"avoid":"現在の滑らかなCGへ置き換えると道具の時代差が消える。ポリゴン数、反射、動き、レンダリング時間の制約を画面の特徴として残す。","colors":["#171827","#8DA9C9","#D05B98"],"motif":"computer","collection":"Dictionary expansion 36","addedAt":"2026-08-23","source":{"title":"CARI — Silicon Dreams","url":"https://cari.institute/aesthetics/silicon-dreams"},"reference":{"status":"verified","pageUrl":"https://cari.institute/aesthetics/silicon-dreams","credit":"CARI — Silicon Dreams"},"en":{"essence":"A surreal early-3D language in which transformation itself appears as discovery. Mirrored primitives, low polygon counts, infinite floors, morphing, and floating cameras create a space where the computer seems to dream.","cues":["Spheres, cones, tori, and faces morphing continuously","Mirrors, checker floors, endless horizons, and black space","Low polygons sharing a frame with smooth reflections","A floating camera circling objects without a destination"],"works":["Recreating the computational wonder of early 3D in film, games, or technology exhibitions","Presenting technology as a continuously changing dream rather than realistic explanation"],"recipe":{"type":"Use one simple extruded 3D word and rotate it slowly on the same axis as the object.","layout":"Morph one central primitive and use the infinite floor and horizon to reveal camera drift.","material":"Retain low polygons, mirrors, checker patterns, and coarse early ray-traced reflections instead of polishing them away."},"avoid":"Replacing it with contemporary seamless CGI removes the tool-era difference. Preserve period constraints in polygons, reflections, motion, and rendering.","study":["early 3D computer animation","Silicon Graphics workstations","morphing and primitive geometry"]},"usage":{"license":"CC-BY-4.0","licenseName":"Creative Commons Attribution 4.0 International","licenseUrl":"https://creativecommons.org/licenses/by/4.0/","attribution":"IndexStyle — https://indexstyle.org","attributionUrl":"https://indexstyle.org","scope":"Original IndexStyle text and structured data. Reference images, quoted works, and third-party material are excluded and retain their own rights."}}