Yadong Cui_743141_Air_Bradley_Sketchbookv1.1

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WARN: THIS BOOK IS NOT INTRODUCING DATA STRUCTURE, PHYSICS, MATERIAL SCIENCE, MATH, ASTRONOMY, BIOLOGY, ART, PSYCHOLOGY OR THEOLOGY. BUT IT REQUIRES AN APPROPRIATE UNDERSTANDING AND COMMUNICATION BETWEEN DATA STRUCTURE, PHYSICS, MATERIAL SCIENCE, MATH, ASTRONOMY, BIOLOGY, ART, PSYCHOLOGY AND THEOLOGY TO GAIN A BETTER READING EXPERIENCE.

AN ALCHEMY GUIDE FOR ALCHEMIC ARCHITECTURE DESIGN

A I R S K E T C H B O O K

2016, SEMESTER 2, TUTORS YADONG CUI

TRANSCENDENCE, ‘RENUNCIATION’, ANASTASIA ILINA


Failed OrcTree:

David x750,000

750,000 BLOCKSBLOCK CLOUD

10/AUG/2016

YADONG CUI (AIDEN)

David 750k in large scale


Contour in 4 scales 6/AUG/2016


Common OrcTree

31/JUL/2016

CONCEPTUALISATION

4


Hoopsnake+Loop selection

Tree x6

10/AUG/2016

YADONG CUI (AIDEN)

CONCEPTUALISATION 5


Common Gradient Descent

Mountain Breeze


t

17/AUG/2016

YADONG CUI (AIDEN)


Common object acceleration

Gravity code#infinity 8

CONCEPTUALISATION


22/AUG/2016

YADONG CUI (AIDEN)

CONCEPTUALISATION 9


// Gravity Swarm // CG+AC, Aug 2016 particle[] Z = new particle[80000]; float colour = random(1); void setup() { smooth(); size(1000,1000,P2D); background(255); for(int i = 0; i < Z.length; i++) { Z[i] = new particle( random(width), random(height), 0, 0, 1 ); } frameRate(60); colorMode(RGB,255); } void draw() { filter(INVERT); float r; stroke(0); fill(255); rect(0,0,width,height); colorMode(HSB,1); for(int i = 0; i < Z.length; i++) { if( mousePressed && mouseButton == LEFT ) { Z[i].gravitate( new particle( mouseX, mouseY, 0, 0, 1 ) ); } else if( mousePressed && mouseButton == RIGHT ) { Z[i].repel( new particle( mouseX, mouseY, 0, 0, 1 ) ); } else { Z[i].deteriorate(); } Z[i].update(); r = float(i)/Z.length; stroke( colour, pow(r,0.1), 1-r, 0.15 ); Z[i].display(); } colorMode(RGB,255); colour+=random(0.01); if( colour > 1 ) { colour = colour%1; 10

CONCEPTUALISATION

} filter(INVERT); } class particle { float x; float y; float px; float py; float magnitude; float angle; float mass; particle( float dx, float dy, float V, float A, float M ) { x = dx; y = dy; px = dx; py = dy; magnitude = V; angle = A; mass = M; } void reset( float dx, float dy, float V, float A, float M ) { x = dx; y = dy; px = dx; py = dy; magnitude = V; angle = A; mass = M; } void gravitate( particle Z ) { float F, mX, mY, A; if( sq( x - Z.x ) + sq( y - Z.y ) != 0 ) { F = mass * Z.mass; mX = ( mass * x + Z.mass * Z.x ) / ( mass + Z.mass ); mY = ( mass * y + Z.mass * Z.y ) / ( mass + Z.mass ); A = findAngle( mX - x, mY - y ); mX = F * cos(A); mY = F * sin(A); mX += magnitude * cos(angle); mY += magnitude * sin(angle); magnitude = sqrt( sq(mX) + sq(mY) ); angle = findAngle( mX, mY );


}

}

void repel( particle Z ) { float F, mX, mY, A; if( sq( x - Z.x ) + sq( y - Z.y ) != 0 ) { F = mass * Z.mass; mX = ( mass * x + Z.mass * Z.x ) / ( mass + Z.mass ); mY = ( mass * y + Z.mass * Z.y ) / ( mass + Z.mass ); A = findAngle( x - mX, y - mY ); mX = F * cos(A); mY = F * sin(A); mX += magnitude * cos(angle); mY += magnitude * sin(angle);

}

}

magnitude = sqrt( sq(mX) + sq(mY) ); angle = findAngle( mX, mY );

} } else { theta = atan( y / x ); if(( x < 0 ) && ( y >= 0 )) { theta += PI; } if(( x < 0 ) && ( y < 0 )) { theta -= PI; } } return theta; }Ebenam abut virica nihinertuam ussentem, tempribena, quam culeris iturni te meniquo nvercer esicivi demoeressat, Catuidi peredem hoc, oportum usultu virit; nos, pultui tum hostient. Locta num igit aturnum mis, vissuludam eor ad iam nonsit. Nihicior publius moludetiam tam. Cer huidet; etia di, cae etilinvensit ia? Et obse, omprorem ius publing ulegitiam. Tum et pes orbenam int? Pora nemus virmiu morei intero cae nes audemor ur que adhus elles! Ehebaturor uteriditilis et? quis caedem deo, cupplinis rem popubli npriocasdam. Axim consuam dio aur prat, us prit, con demus proximus habefes inguliacrus. Avocrib

void deteriorate() { magnitude *= 0.925; } void update() { x += magnitude * cos(angle); y += magnitude * sin(angle); } void display() { line(px,py,x,y); px = x; py = y; } } float findAngle( float x, float y ) { float theta; if(x == 0) { if(y > 0) { theta = HALF_PI; } else if(y < 0) { theta = 3*HALF_PI; } else { theta = 0; CONCEPTUALISATION 11


Grass! Grass! x2

12

CONCEPTUALISATION

23/AUG/2016

Gradient Descent+Object Orient


YADONG CUI (AIDEN)

CONCEPTUALISATION 13


14

CONCEPTUALISATION


Object Orient CONCEPTUALISATION 15


22/AUG/2016

YADONG CUI (AIDEN)

16

CONCEPTUALISATION


Common applied gravity+Hanging chain

Failed Vousour Cloud Mushroom

CONCEPTUALISATION 17


18

CONCEPTUALISATION


CONCEPTUALISATION 19


material character? gained by their micro structure and large scale arrangement. so how about we create our own micro structure and build our own rule for large scale arrangement for our particular purposes? don’t know why but seems i’m going to be a little bit bio-engering. for the need of approach so what is material? is the common way of us that we look into material by eyes the best way we can do? SO this is a view from one single material. How about the interaction between several different materials? like…chemistry… not actually maybe. chemistry study the science on atomy level and their interacting characters. What we need is the things that can be used in large scale application of liveable, and build-able, interactions. On micro level as system, but not on atomy level of individual interactions.

20

CONCEPTUALISATION


CONCEPTUALISATION 21


26/AUG/2016

YADONG CUI (AIDEN)

22

CONCEPTUALISATION


Sequence BOIDS

MigrantBird

CONCEPTUALISATION 23


24

CONCEPTUALISATION


CONCEPTUALISATION 25


26

CONCEPTUALISATION


CONCEPTUALISATION 27


28

CONCEPTUALISATION


CONCEPTUALISATION 29


30

CONCEPTUALISATION


CONCEPTUALISATION 31


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