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