SeedForm Lattice

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SEEDFORM LATTICE

Author: Georgios Drakontaeidis

Processing Assignment RC1 2018-2019 Tutor: Stamatios Psarras Bartlett school of Architecture


INSPIRATIONS Seed cathedral, UK pavilion at Expo 2010.

Modiform project,RC1 ,2016-2017

The facade of the seed pavillion, designed by Thomas Heatherwick combines high complexity structure of wands with the physical movement as these wands can move by the wind.

The project was focused on voxel deformation and lattice cells. The computational algorithm can produce many variations by changing some parameters as depth,voxel resolution,grid size.

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Abundance project,RC1,2016-2017 The facades below were created using multi-agent systems and perlin noise algorithm. They combine high resolution voxels with many differenciations that computational algorithms can produce.

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THE ALGORITHM Abstract

This is an abstract of my code. All the commands are explained specifically, with details in the sketch. The code is composed of 3 classes, the Attractor class, the voxel class and the sketch utilities class. The fundamental idea was to keep it as simple and clear as possible. The code is based on a simple sketches that Igor Pantic and Martina Rosati gave us in RC1 to study them make more of them. However most of the parts are written by me. More specifically, I used three libraries, the peasy cam, the toxi.geom and processing.dxf. The code starts by making a grid of voxels and giving resolution to it with resX,resY. After I set up the camera 3d with P3D renderer as we did in the class. Next step is to create the Attractors and the Voxels. Actually attractor class is the most basic class, using only a vec3d for the location of the attractor. In the voxel class, I use only two vectors, the location and the direction as we did in the tutorials, and idX, IdY for the specific position of the voxel in the grid. In this class, I have gathered all my commands into the basic command ‘’’void run’’. These commands are: - “findNextVoxel”which is based from Maritna’s sketch,where i I check the distance of each voxel to the closest voxel using vectors. -”getClosestAttractor” where I create an arraylist of Attractors and I check the distance of each attractor to to the closest voxel by saving the index of the Arraylist , -”updateDirection” where I find the distance of the closest attractor with the location of the current voxel and I rotate the direction of the voxel according it. - “updateDirectionAgain” which is also based in a martina code.Here I just update the same direction of each voxel every frame. -”displayNext, displayDirection, displayGrid”: the classic commands for display using stroke, strokeweight and line. Here is the secret of all the code. In my façade,I just draw lines from my location to neightbour.location, from my location to target.location and also display the grid of my location. From the time I have different amount of attractors I have different neighbour location and target. In the basic sketch I have create the below commands: -”createAttractors” where i create attractors randomly according to the minDistance between them, -”CreateVoxels”, where I run two for loops just to create the voxels on the grid Run Attractors,RunVoxels : I also run some for loops in order to find each attractor, voxel and run it (voxel.run, Attractor.run). -“WriteText” where I display all the parameters of my code in the panel -“RecordDXF” just to export DXF -“Keypressed” where I add some keys for changing my code while running.

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Image 1.All the code clean and clear using functions (object oriented programming).

Image 2.Void keypressed function in sketch_utilities class for changing the code while running


Image 3.The simple class ‘‘Attractor’’

Image 4.The class ‘‘Voxel’’, use only idX,idY and location. All the functions are running thrugh void run().

Image 5.All the display commands in the coxel class.Here is the secret of the code. I draw lines from location to neighbour.location,from location to target.location and everytime i manage the thickness of my facade by putting defferent number in Z direction of the line.

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