Prototype 3: Surface & Line

The third prototype aims to follow the division and multiplicity of Gothic continuous line. The script has been designed to sort surface points in relation to their positioning on the Z axis (height) and then produce lines that split into 2 with the surface’s descent.

The concept derives from Gothic line’s property of division: splitting into 2 with progression downwards (e.g. arches, window divisions, ornaments)

These raw results were produced with 1. cylindrical surface 2. NURBS wavy surface.

Simple Lines blog v1Many Lines blog v1Surfaces (Vaults)

Adaptive Morphogenesis (Task 2)

Sustainable Cell Geometry.

Adaptive Morphogenesis– can be described as a process of self-organisation through evolutionary transformation. Diversity is created through a series of small-scale adaptive changes. Each element can be recognised as a ‘cell’. Ensuring system’s sustainable organisation, such cells develop local symmetries as well as global, organic distribution.

Process

 

Taxonomy

 

2D Systems

 

3D Cell Geometries & 2D Cell Changes

 

 

 

Concept Visuals

 

Scripts

Code Spherical Cell

Code Mesh Cell

Code Cell System

(Tip: Beware- they are neither cleaned-up nor explained)

 

Stochastic Reconstruction

Iterative substitutions in two- and three-dimensional matrices
using Markov random field models of von Neumann neighborhoods

Tiling

 

 

Building a probabilistic model

Skärmklipp 2018-01-29 16.01.17.png

Iterative substitutions in two dimensions

Skärmklipp 2018-01-29 15.59.36.png

Iterative substitutions in three dimensions, starting with source data

Skärmklipp 2018-01-29 16.01.28.png

Iterative substitutions in three dimensions, starting with Perlin noise

Skärmklipp 2018-01-29 16.01.44Skärmklipp 2018-01-29 16.01.41

Isolated bodies

Skärmklipp 2018-01-29 16.01.50.png

Dirty Geometry (Task 2)

Last project, I was studying fractal systems such as the Sierpinski Tetrahedron. This time, I wanted to move away from symmetry and rationality. The key words for this project are chaos, randomness, disorder and noise. In which ways could they be considered relevant in terms of notation and of formations that are created over time? How could functions of chaos, randomness or noise inform the computation of architectural form?