Generative Art — Paolo Bianchini

The city holds what we choose to protect.

Urban systems, inclusion, and ecological balance — explored through code, repetition, and chance.

Artist statement

I work with code to create abstract visual systems. Algorithms, repetition, and variation shape each piece, leaving space for outcomes I do not fully control.

My work explores how digital processes influence perception, authorship, and choice. Simple rules generate complex forms, reflecting the tension between intention and unpredictability that defines contemporary technology.

This site presents an ongoing series of experiments. Each project invites you to pause, observe, and form your own interpretation.

Volume I–IV · 50 pieces

Selected Works

A room, not a page

Step Inside the Gallery

Fifty works, hung across two floors of an imagined museum. Walk the halls, read the wall text, and find the doors between rooms — the same works, a different kind of attention.

Enter the 3D Gallery →
WASD — Move · Mouse — Look · E — Interact
About pb67

Process over image

Origins

A generative artist whose practice is rooted in programming and visual experimentation developed over many years — before code, acrylic on unconventional surfaces, digital illustration, and vector graphics.

Process

A visual language built on elementary primitives — lines and circles. Through repetition, layering, and constrained randomness, these generate texture, rhythm, and spatial tension rather than figurative representation.

Influences

Action painting, particularly Jackson Pollock; Pablo Echaurren's graphic repetition and political engagement; Bice Lazzari's disciplined line and rhythm, which anticipates much of algorithmic abstraction.

Authorship

Generative art is not defined by tools but by process — the artwork emerges from a set of rules that often matters more than the final image, shifting attention toward systems and constraints over time.

The system

pb67.svg — the engine behind the work

Deterministic by seed

Deterministc by seed

Each piece is generated from a single seed. The same seed reproduces the exact same result — what's preserved isn't a file of pixels, but the rule that produced them.

Primitives

Primitives

Geometry, curves, noise and flow fields, wallpaper tilings — a small procedural vocabulary, combined and recombined differently across every series.

Figures

Architecture

Higher-level modules — architecture, characters, nature, objects, typography — built from those primitives into the recurring motifs across the volumes.

Output

Rendering

Scalable SVG, built on p5.js for randomness and SVG.js for precision — the same pipeline behind every piece in the gallery and the 3D space.

Browse the reference → Interested in using it? Get in touch
Exhibition history

Exhibitions