Interim presentation mancuso gianni 637278

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B3. CASE STUDY 2.0// DRAGONSKIN PAVILLION

1. SURFACE FROM CURVES The first step was to attempt to create a surface similar to that of the actual pavillion.

2. Divide surface with surface frames. Surface frames was used because it found the normal and divided the surface into a grid of U/v values at the same time. This approach was used rather than the approach of dividing a surface into u/v poiints, finding curve points and drawing the complex shape into the pan el. It was also favoured over other panelling tools such as box morph which proved to be useless. Surface frames was the simplest option to use as the panels did not need to be varied in size or height - and only relied on the normal direction along the surface. The regularity of the surface frames command ensured that as long as the u/v coordinate division was similar to the size of the bounding box - the intersections would work.

3. Create the panel A panel was created using a flat square surface as a bounding box. This was moved onto all the points placed into the center of the surface panels The original panel created was created by in a similar method as proposed in the original attempt. However in this instance the panels were made to intersect as they were not confined by the curve points of the isotrim function,

4. The base point of this panel was mapped to the centroid of the surface panel. This was key in ensuring the panels intersected - and could be joined through the same friction method used in the actual pavillion.

5. The geometry was tweaked in rhino once the correct scale was determined and the form was altered to appear more alike the original definition, - any nonintersecting pan els were coprrected through manipulating control points of curves in rhino.

ORIGINAL DRAGONSKIN PAVILLION

BELOW: COMPARISON OF THE TWO: REVERSE ENGINEERED ON THE RIGHT AND ORIGINAL ON THE LEFT

ORIGINAL DRAGONSKIN PAVILLION


B3. CASE STUDY 2.0// TECHNIQUE DEVELOPMENT//

B.4 TECHNIQUE DEVELOPMENT// ITERATION #5 ITERATION #2

ITERATION #3

ITERATION #4

ITERATION #1

ORIGINAL FORM

DENSE

LOOSE

INCREASE HEIGHT

DECREASE HEIGHT

ATTRACTOR 1

ATTRACTOR 2

SPHERE

ENCLOSURE

ORIGINAL FORM

CLOSED PYRAMID

PROTOTYTPE #5 PROTOTYTPE #1 OPEN PYRAMID

SPHERE

VOLTADOM OPEN CONE

HEXAGON

PROTOTYTPE #2

PROTOTYTPE #3

PROTOTYTPE #4


WINTER WIND

SITE CHOICE

SITE ANALYSIS

PREVAILING SUMMER WIND

BUILT FORM

GENERAL ANALYSIS

RIVER ECOLOGY

PEDESTRIAN/VEHICLE TRAFFIC

TOPOGRAPHY

OPEN SPACE

GENERAL ECOLOGY

NOISE


SITE CHOICE

ARTIST IMPRESSION 1

ARTIST IMPRESSION 1

ELEVATION SIDE

ELEVATION SIDE

ELEVATION FRONT

INDICATIVE SECTION


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