Donnerstag, 23. Dezember 2010
I haven't upload much post lately, since I am actually on my christmas holiday right now. However during the holiday I develop more and more interest about Swarm Intelligence and Agent Based System. Started with Craig Reynold Boid and Daniel Shiffman's flocking, I tried writing this code, which is basically a fragment about swarm intelligence.
I am still trying to figure out the best way to exploit agent based system and how to use it for practical architecture. If you have any ideas please just contact me via email. Thanks...
Sonntag, 12. Dezember 2010
Continuing previous post about branching typology with tension active system, I would like to show the design of the next component: six hand component.
The six hands component have six hands coming out from the center.
The form of this component is similar to the minimal Surface Schwarz P surface, founded by Hermann amandus Schwarz.
This is structural analysis of the component (4 hands, 6 hands and 8 hands component) in rhino membrane.
Schwarz P surface is described in the web page of Indiana University (http://www.indiana.edu/~minimal/archive/Triply/genus3/PLines/web/index.html) as:"The P-surface can be constructed by solving the Plateau problem for a 4-gon with corners at the vertices of a regular octahedron. The resulting surface is then extended by 180º rotations about the straight boundary lines."
Samstag, 11. Dezember 2010
This is a part project for my studio entitled: Evolving System of material and performance tutored by Prof. Achim Menges, Sean ahlquist, Prof. Johan Bettum and Anton Savov .
I will post the video in several parts, since it was a quite big project. The project focused in the research of membrane typology, spring simulation and translation of the computational design into physical model.
The main concept of the prototype is: Research of branching typology using minimal surface. The end result of the computational Design is shown below:
I want to go first with description of each typology. There are 4 different type of component in the whole system.
The video above shows spring simulation of one typology in whole prototype. The shown typology in the video is a component with 4 hands.
Structural Analysis of the membrane with Rhino Membrane
The design of four hands component in 3d model(above).
Picture of four hands component from physical model hardened with Epoxy+Resin.
The topological preferences of this component is similar to Schoen F-RD minimal surface, which founded by Alan Schoen.
Schoen Surface is described in the internet page of Susquehanna University (http://www.susqu.edu/brakke/evolver/examples/periodic/periodic.html) as: "Unit cell with tetrahedral symmetry which has a central chamber with tubes to alternating corners of the cube. This is actually only an eighth of a lattice cell; to get a lattice cell, reflect in the cube faces".
Another quotation to Schoen Surface is extracted from web page of Indiana University (http://www.indiana.edu/~minimal/archive/Triply/genus4/I-WP/web/index.html) as: "This surface, found by Alan Schoen, has the symmetries of a box with square base. It connects with 'Neovius' handles towards the vertices of the box."
Donnerstag, 9. Dezember 2010
Dienstag, 7. Dezember 2010
This is a very first project I did about tension active system. The research method is focused on simulation of tension active system, and understanding of particle system, spring system and translation between computational design and material.
The system itself is composed from 6 type of membrane - mesh which interconnected with each other to create interdependencies between each membrane.
When a force is applied on a membrane, a membrane will deform and gets longer than its rest length. The force which applied on a membrane is definitely not linear with the spring length. The force applied is exponential to the length deformation, so if we draw it in graphic it would be parabolic. Through physical experiments we can define the material characteristic and bridge the computational and physical simulation.
The mesh in the physical world would be a membrane sheet. Mapping of anchor points throughout the membrane would be essential to know the exact position in the voxel space.
Samstag, 4. Dezember 2010
Metaball based on particle movement. So basically the centers of the metaball are particles which attracted to each other.
Metaball is defined in the mathematical world as n-dimensional objects. The main inputs for creating metaball are points, section planes and metaball treshold. Because of the complexity of the form which usually have more than one genus, creating the skin of a complex metaball are relatively hard. Therefore metaballs usually displayed as series of section lines rather than a single two or three genus surface. There are already some algortihm used in creating metaball skin such as: Marching Cube algorithm (this is the most popular one). But in this case we have to deal with the voxel space.
I am still trying to write a marching cube algorithm and will post it as soon as I finished it. For now I just extrude the section lines and cap the hole, which create a contour like form.
This is a video of growing metaball controlled by particle movement based on brownian motion.