Portfolio DaweiYang

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Architecture & Digital Design Portfolio

SPACE STUDY space typology study for public and private

CASE STUDY - PRIVATE &PUBLIC

Shanghai , China

City Life & Outdoor Activity

LITERATURE STUDY - EXTERIOR

CITY LIFE STAGE
9 Out-In Connection In-In Connection Out-open & In-open Out-open & In-close Out-close & In-open One Outdoor Space Within Architecture & One Indoor Space Wall Roof & volume One Outdoor Space Within Architecture & Many Indoor Space Wall Roof & volume Many Outdoor Space Within Architecture & Many Indoor Space
& INTERIOR TYPE Ⅰ:House With Inner Outdoor Space Exterior of Architecture Exterior of Architecture Exterior of Architecture Architecture Area Private Space Public Area
of Architectureal composition Interior Space Outdoor Space Within Architecture Outdooe Space Within Architecture Outdooe Space Within Architecture Exterior Space Contain Interior Space Interior Space Contain Exterior Space Exterior Space Connect Interior Space Sight Line Moving Line Out-open & In-open Out-Out Connection In-In Connection Out-In Connection Out-close & In-close Out-open & In-close Out-close & In-open 10
Reference: Kazunari Sakamoto, Yoshiharu Tsukamoto, Studies

ShanghaiJiaoTong University

ACTIVITY RESEARCH site around public space and activity

Path & Road

Huaihai West Road is a little bit quiet and full of street tree, this street have confortable scale for passby to Hongqiao Road suronded by residential building and office building

Subway station also closes to site, which would bring convenient public transportation for prople

SubwayLine10 SubwayLine3

HongqiaoInternationalAirport

Public Activity Space

Parks and university provides the best activity space for people, map shows that out site near to two famous university of China, of course students would bring energy to our site

The distanca between site and university is less than 20 min on foot, so our plan need to creat distinguished public space in order to attract human flow to this place, bringing more comsumption and activity

Living Space

Surrounding by residential buildings and office building, site lies in the valley of residential area, people can see everything happaned on site frome buildings

High density residential buildings come with population increasing, in order to meet new needs of citizens, more activities will be created and emerged into architecture space

Hongfang, Shanghai

Site located on Huaihai West Road, Hongfang, which is the core of Xuhui District, nearing to Hongqiao Road , suronded by residential building

There are many museums and city art center in Hongfang, so artistic atmosphere is also an important influence factors in this work

SITE ANALYSIS background & site location SCHOOL & UNIVERSITY RESIDENTIAL AREA HOSPITAL & GOVERMENT AGENCY COMERCIAL & OFFICE BUILDING PARK & GARDEN SITE LOCATION
CityLifeService RaditionArea SightLight AvaliableArea City Skyline Radition Area 1km 1 .2km
Shanghai Jiao Tong University
Donghua University
CITY TEXTURE/GROUND CITY TEXTURE/FIGURE
XujiahuiCBD
15 POPULATION DISTRIBUTION KIDS OFFICE WORKER HOUSEWIFE THEAGED TOURISITS SHOP OWNER ELEMENT TIMELINE HOTEL OFFICE HOUSE FOOD & DRINK SHOPPING EXHIBITION KINDERGARTEN SPORTS
Shanghai Most activities near to rivers and park, where are outdoor public space Heat
every
outdoor activity Xuhui District Along with the Main road, human activity are dynamic
Xujiahui Core CBD arounding site, the activity center of Xuhui District EXTERIOR SPACE A LIGHTING NEEDS B VENTILATION NEEDS C PRIVACY NEEDS RESIDENCE MUSEUM SCHOOL COMMERCE OFFICE SPORTS POSOTIVE NEGATIVE TRANSPORTATION SPACE MUTI-FUNC SPACE FUNCTION SPACE ATTACHED SPACE ENTRENCE SPACE
map of
kind of
Heat map of Running and taking a walk
RADITION AREA 3KM SPACE FOR ACTIVITY 16
Heat map of bicycling and other kind of street activity

GENARATION ANALYSE site analyse and solution generation

STAGE FOR ACTIVITY site analyse and solution generation

Creat large outdoor stage for outdoor activities, putting a main valume in the focus of sightline

Cut the volume into several block, creating dynamic function box and various outdoor platform

Add more bridge and connection between seperate volume and box, creating more small scale space

Section of building Creat visual focus of nearby area, attract citizens to participate in various activities

Performance Space Sports Courts Playground Garden Sculpture Garden Outdoor Picnic
Site is surrounded by concrete jungle, which is the sightlight center of surrounding building
? 17
Outdoor Cafe Outdoor Shows Outdoor Meeting Stair Theater Shop Box Flea Market Parking
18
RENOVATION STRATEGY activites on city stage 19 20

TRADITIONAL ARCHITECTURE DECONSTRUCYION & REFORM

Japanese Traditional Architecture & Space Structure Reform Base On Module & Multi-Objective Optimization Apply Evolutionary Algorithm Computation

21 CASE RESEARCH case decompose and analyse 23
Plan of Katsura Imperial Palace
Space
It shows that space structure is fluent in
with free layout and
Space Network of Katsura Imperial Palace It shows home rooms paly a dormain role in space sturcture, connecting by corridor and surrounding by service space, the main space is organized in order Partial Space Analyse It shows the space structure and topological structure of partial space in Katsura Imperial Palace and Higashi Sanjo-dono Shinden Space Sequence & Sturcture
Plan of Higashi Sanjo-dono Shinden
Network
of Katsura Imperial Palace
Katsura Imperial Palace
dissymmetrical space organization

Visibility

Reference:Alasdair Turner, Maria Doxa, From isovists to visibility graphs a methodology for the analysis of architectural space

and translate 24 Character A Arrange in diagonal line Character B Room divide with sliding doors Character C Corridor surround rooms Character D Symmetrical main room Character E Corridor connect main room Rule A Connect start point with end point, then arrange boxes Rule B Devide rooms into three or four parts Rule C Along with rooms generate Corridor Rule D Set main rooms symmetrically Rule E Connect function rooms with corridor Generation Flow-Process Diagram Shinden-zukuri Shoin-zukuri Function Needs:Task text Module System:Tatami Physe Ⅰ Volume Generation Physe Ⅱ Solution Optimization Physe Ⅲ Constructional Elements Generation 25 Environment Apartment building in south block sunlight in courtyard Calculate total sun radiation, output number from 0 to 1 Calculate the reciprocal of total Area, smaller output number means bigger Area Calculate the reciprocal of visibility, smaller output number means better visibility Calculate the reciprocal of total number, smaller output number means better accessibility Calculate the reciprocal of total Size, smaller output number means better is isovist Sun Radiation Use ladybug in GH to analyse sun radition in courtyard, color blue to red means more sun radition Attraction Landscape and building Wall Generation Generate wood board wall in GH Voxels Generation Divide the whole site into voxels for calculation Voxels Generation Divide indoor Space into voxels for calculation Isovist Analyse Generate isovist according to isovist theory Indoor Daylight Daylight analyse results, white is better Neighborhood Size Neighborhood size analyse results, white is better Solid Volume Union Make volumes becom one solid union, subtract intersectant part Calculate Area Calculate total Area of volumes Voxels Generation Divide courtyard into voxels for calculation Line of Visibility Connect attractions with each voxels length of each line present visibility of voxels, length 0 means voxels can not see attraction Site Locates near residential building with naure environment There are an overhead road on east and a river on north Apartment building on south lead to bad sun radiation environment Radition Area is nearby apartment which can provide resident with public space Optimization Object Ⅰ:Courtyard Radiation Analyse
Optimization Object Ⅱ:Total Area Analyse Optimization Object Ⅳ:Indoor Daylight Accessibility Analyse Optimization Object Ⅴ:Isovists & Neighborhood Size Analyse Optimization Object Ⅲ:Attraction Visibility Analyse Attractor (history heritage) Attractor (landscape, tree) Courtyard
CHARACTERISTIC TRANSLATE characteristic summarize
Site Analyse:Attraction
Wallacei optimization objects Transform
to parameters from 0 to 1 Optimize Objects Value
results

CLUSTER RESULT ANALYSE kmeans algorithm cluster generate and nanlyse

26 Volume Generation GENERATION PEOCESS SELECTED GENERATION RESULTS Corridor Generation Room divitde & Set pillar
Physe Ⅰ Architecture Generation Firt Generation Population Last Generation Population FO1 FO2 FO4 FO5 FO3 Gen. 1 Cluster1 Gen. 10 Gen. 30 Kmens Cluster Fitness Objectives Entrance box Exhibition box Activity box 27 SELECTED GENERATION RESULTS Stable wall generation & Sliding door Beam & Set pillar Beam & Set pillar Beam & Set pillar Physe Ⅰ Architecture Generation Physe Ⅱ Optimization & Selection Total Floor Space Rank TOP3 Standard Deviation Fitness Values Mean Values Trendline Total Radition Rank TOP3 Attraction Visibility Rank TOP3 Neightborhood Size Rank TOP3 Daylight Access Rank TOP3 0.0019 0.0019 0.042 0.005 0.0021 Standard Deviation
POPULATION SELECTION select fitness solution 28 29

DYNAMIC ROOF PANELS

Mesh Surface

Roof Surface

//Generate GaussianSurface Roof From Grid public List<Point3d> TransformNode(Bitmap bitmap, System.Drawing.Color color, double GaussianFactor, double roofHeight)

{ List<Point3d> pts = new List<Point3d>(); for (int i = 0; i < bitmap.Width; i++)

{ for (int j = 0; j < bitmap.Height; j++)

{ if (color == bitmap.GetPixel(i, j))

{

Point3d pt = new Point3d(i, -j, 0);

pt.Z = GaussianFactor * Math.Exp(-Math.Pow((pt.Y + 8.5) / 3, 2)) + roofHeight; pts.Add(pt);

}

}

} return pts;

}

public class Panel

{ public Mesh GetPanel(Surface srf, int xNum, int yNum, Vector3d sunVec, List<Point3d> attractorsUV, out List<double> FactorHeights)

{ Mesh m = new Mesh();

FactorHeights = new List<double>(); for (int i = 0; i < xNum ; i++)

{ for (int j = 0; j < yNum ; j++)

{

//calculate static vertices point of panel

Point3d pointA = srf.PointAt(i / (double) xNum, j / (double) yNum);

Point3d pointB = srf.PointAt(i / (double) xNum, (j + 1) / (double) yNum);

Point3d pointC = srf.PointAt((i + 1) / (double) xNum, j / (double) yNum);

Point3d pointD = srf.PointAt((i + 1) / (double) xNum, (j + 1) / (double) yNum);

//calculate vector to generate PointE and pointF Vector3d vecAD = new Vector3d(pointD - pointA); Vector3d vecDA = new Vector3d(pointA - pointD); Vector3d vecBC = new Vector3d(pointB - pointC); Vector3d normal = Vector3d.CrossProduct (vecDA, vecBC); normal.Unitize();

//calculate the factor to generate PointE and pointF Point3d center = (pointA + pointD) / 2; double distance = GetMinDistance (attractorsUV, center); double FactorHeight = remapDistance (distance, xNum, yNum) * 2; FactorHeights.Add(FactorHeight); double FactorOpen = 0.5 - Vector3d.VectorAngle (normal, sunVec) / Math.PI / 2;

//calculate PointE and pointF Point3d pointE = pointA; Transform translateAD = Transform.Translation (FactorOpen * vecAD + FactorHeight * normal); pointE.Transform(translateAD); Point3d pointF = pointD; Transform translateDA = Transform.Translation (FactorOpen * vecDA + FactorHeight * normal); pointF.Transform(translateDA);

//Add vertices

m.Vertices.Add(pointA); m.Vertices.Add(pointB); m.Vertices.Add(pointC); m.Vertices.Add(pointD); m.Vertices.Add(pointE); m.Vertices.Add(pointF); }

}

//add index and build panel according index for (int i = 0; i < xNum ; i++) { for (int j = 0; j < yNum ; j++) { int a = (j + i * yNum) * 6; int b = (j + i * yNum) * 6 + 1; int c = (j + i * yNum) * 6 + 2; int d = (j + i * yNum) * 6 + 3; int e = (j + i * yNum) * 6 + 4; int f = (j + i * yNum) * 6 + 5; m.Faces.AddFace(a, b, e); m.Faces.AddFace(a, c, e); m.Faces.AddFace(d, b, f); m.Faces.AddFace(d, c, f); } }

m.Normals.ComputeNormals(); m.Compact(); return m; }

public double GetMinDistance(List<Point3d> attractorsUV, Point3d center)

{ List<double> distance = new List<double>(); for (int i = 0; i < attractorsUV.Count; i++)

{ distance.Add(center.DistanceTo(attractorsUV[i])); } double minDistance = distance[0]; for (int i = 1; i < distance.Count; i++)

{ if(minDistance > distance[i]) { minDistance = distance[i]; } } return minDistance; }

public double remapDistance(double distance, int xNum, int yNum)

{ double maxDistance = Math.Sqrt(Math.Pow(xNum, 2) + Math.Pow(yNum, 2)); if (distance > maxDistance) { distance = 1; } else

{ distance = distance / maxDistance; } return distance; } }

32 Creat Surface Generate gaussian surface roof from grid Creat Mesh Panel Create mesh surface as roof panels, each panel is triangular mesh Add Atrraction Add attractors in roof, make the parametric panel roof flexible Calculate Sunlight According to sunlight direction calculate the openess of panels
31

SUBDIVISION GOTHIC ARCHITECTURE

Abstract Form Generation

Church import processing.opengl.*; import peasy.*; import toxi.geom.*;

PeasyCam cam; Face subFace; void setup() { size(1200, 800,OPENGL);

cam = new PeasyCam(this, 600); int x0 = -100; int x1 = 100; int y0 = 400; int y1 = 100;

Vec3D a = new Vec3D(x0, y0, 0);

Vec3D b = new Vec3D(x1, y0, 0);

Vec3D c = new Vec3D(x1, y1, 0);

Vec3D d = new Vec3D(x0, y1, 0); subFace = new Face(a, b, c, d); }

void draw() { background(250); subFace.run();

}

}

sum.addSelf(md1); sum.addSelf(md2); sum.addSelf(md3); sum.addSelf(md4); sum.scaleSelf(1.0/4.0); return sum;

Vec3D calcCentroid2(Vec3D v1, Vec3D v2, Vec3D v3, Vec3D v4) { Vec3D md1 = mdPt(v1, v2); Vec3D md2 = mdPt(v2, v3); Vec3D md3 = mdPt(v3, v4); Vec3D md4 = mdPt(v4, v1); Vec3D sum = new Vec3D(); sum.addSelf(md1); sum.addSelf(md2); sum.addSelf(md3); sum.addSelf(md4); sum.scaleSelf(1.0/4.0); return sum; }

Vec3D mdPt(Vec3D v1, Vec3D v2) { Vec3D md1 = v2.sub(v1); md1.scaleSelf(1.0/2.0); md1.addSelf(v1); return md1; }

Vec3D mdPtUP(Vec3D v1, Vec3D v2, Vec3D v, float sca) { Vec3D md1 = mdPt(v1, v2); Vec3D mdPtUP = v.copy(); mdPtUP.scaleSelf(sca); mdPtUP.addSelf(md1); return md1; }

Surface class Face { Vec3D a; Vec3D b; Vec3D c; Vec3D d;

Face(Vec3D a, Vec3D b, Vec3D c, Vec3D d) { this.a = a; this.b = b; this.c = c; this.d = d; } void run() { iterate(a, b, c, d, 5); displayPlan(a, b, c, d); } void iterate(Vec3D v1, Vec3D v2, Vec3D v3, Vec3D v4, int gens){

Vec3D cen = calcCentroid2(v1, v2, v3, v4);

Vec3D nor = calcNormal(v1, v2, v3, v4); float len = calcLen(v1, v2, v3, v4);

Vec3D disPt = drawVector(cen, nor, len/50);

Vec3D exZ = new Vec3D(0, 0, 4);

Vec3D md1 = mdPtUP(v1, v2, exZ, len/30);

Vec3D md2 = mdPtUP(v2, v3, exZ, len/30);

Vec3D md3 = mdPtUP(v3, v4, exZ, len/15);

Vec3D md4 = mdPtUP(v4, v1, exZ, len/30);

if (gens == 0) { display(v1, v2, v3, v4);

}

if (gens > 0) { iterate(v1, md1, disPt, md4, gens-1); iterate(v2, md2, disPt, md1, gens-1); iterate(v3, md3, disPt, md2, gens-1); iterate(v4, md4, disPt, md3, gens-1);

}

} Vec3D calcCentroid2(Vec3D v1, Vec3D v2, Vec3D v3, Vec3D v4) { Vec3D md1 = mdPt(v1, v2); Vec3D md2 = mdPt(v2, v3); Vec3D md3 = mdPt(v3, v4); Vec3D md4 = mdPt(v4, v1); Vec3D sum = new Vec3D();

float calcLen(Vec3D v1, Vec3D v2, Vec3D v3, Vec3D v4) { Vec3D dif1 = v1.sub(v2); Vec3D dif2 = v2.sub(v3); Vec3D dif3 = v3.sub(v4); Vec3D dif4 = v4.sub(v1); float len = dif1.magnitude() + dif2.magnitude() + dif3.magnitude() + dif4.magnitude(); return len; }

Vec3D drawVector(Vec3D p, Vec3D v, float sca) { Vec3D vec = v.copy(); vec.scaleSelf(sca); vec.addSelf(p); return vec;

} Vec3D calcNormal(Vec3D v1, Vec3D v2, Vec3D v3, Vec3D v4) { Vec3D dif1 = v4.sub(v2); Vec3D dif2 = v3.sub(v1); Vec3D cros = dif2.cross(dif1); cros.normalize(); return cros;

} void display(Vec3D v1, Vec3D v2, Vec3D v3, Vec3D v4) { stroke(255,90); fill(0, 82, 167, 80); beginShape(QUADS); vex(v1); vex(v2); vex(v3); vex(v4); vex(v1); endShape();

} void vex(Vec3D v){ vertex(v.x, v.y, v.z);

} void displayPlan(Vec3D a, Vec3D b, Vec3D c, Vec3D d) { stroke(250); line(a.x, a.y, a.z, b.x, b.y, b.z); line(b.x, b.y, b.z, c.x, c.y, c.z); line(c.x, c.y, c.z, d.x, d.y, d.z); line(d.x, d.y, d.z, a.x, a.y, a.z); } }

30 Creat Surface Generate surfaceb based on iterate algorithm Creat Texture creating dynamic function box and various outdoor platform Put Surfaces Together creating dynamic function box and various outdoor platform Parameters Adjustment Adjust parameters to control each surface to change form and size
33

FACAD GENERATION parametrical facad design

GANZHOU POLY SUPERTALL

Ganzhou, China

Practical Project

Draw Lines draw control lines to generate texture of facad Solar Radiation on floor analyze radiation on floor our facad can reduce 33.8% radiation and save energy Solar Radiation on facad optimazing radiation on the surface of tower Creat Texture according to control lines to generate texture in GH

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