ARCHITECTURE STUDIO
AIR SEMEST ER 2 | 2017
H U Z A AY U B
P A R T
B
GENETICS According to John Frazer, the concept of biological growth, in which rules of living organism are encoded in strands of DNAs, can be applied as the generative process for architectural form as well. This can be done through the digital encoding of architectural concepts which are oftenly expressed as a set of generative rules. These rules are then used to produce a large number of prototype forms which are usually unexpected and are then evaluated according to a set of predetermined criterias.
Recursive Aggregation
The genetic algorithm, where various parameters are encoded, is a key driver behind evolutionary architecture. Selected organisms produced from the algorithm are crossbred to further enhance the forms and it’s traits. To achieve the best traits, small increments should be made over the different generations so as to being able to monitor the changes and how it affects the form.
Due to the ongoing mass adoptation of design computation, methods such as the L-systems are being more oftenly used by achitects as it helps to simplify and automate the design process through digital encoding.
Various systems exists to aid designers in achieving the effects of genetics architecture. The Lindermayer System (L-system) is a generative logic being used in digital modelling software. It is used to simulate plant-growth and are based on a recursive, rule-based branching system where complex forms are generated through a set of rules. The rules, though simple, can produce a complex object after a few level of recursion.
B 1 R E S E A R C H F I E L D
B 2 A L- S Y S T E M S & L O O P S The different iteration were achieved through different sets of lengths and angles
Each drawings has different angles which dictates the form.
The angles are changed for each drawings.
The length is different for each iterations which resulted in the different branches.
To experiment with the process of genetic algorithm, four sets of 9 drawings were produced, each with different parameters. The Anenome and Hoopsnake plugin for Grasshopper was used to achieve the desired designs. Both the software is based on the L-system, where a certain set of rules are being repeated through recursive aggregation.
SET 1
SET 2
SET 3
SET 4
B 2 B P R O J E C T A N A LY S I S
BLOOM PROJECT The bloom project, first commisioned for the 2012 London Olympics and designed by Alisa Andrasek and Jose Sanchez From The Bartlett School of Architecture at University College London, is an example of the use of recursion and L-system to design a structure. The structure however, will never be completed as it is dependant on the visitors to alter and amend the form of te structure, thus never having the same forms at different location. This can also be attributed to the fact that recursive aggregations will react to the environment and as such it will adjust and grow according to the site conditions. By using a single component, multiple different iterations can be achieved for the form of the structure through the different rulesets. The rulesets are also the main determinant for the form of the structure as the rules will determine the growth of the form. The project is also a fine example of how design can be used to foster interaction amongst the users. It also displays the potential of using genetic algorithms to produce forms for different components such as benches and art installations.
B 2 C M A N U A L R E C U R S I O N
To further experiment with the concept of genetic algorithm,a manual recursion technique was used to formulate 4 different iterations, each with a different component that consists of 3 sockets and a different ruleset for each component. The end result for each iterations demonstrated how the rulesets and components will affect the form of the final iterations
COMPONENT 1
ITERATION 1
ITERATION 2 COMPONENT 2
COMPONENT 2
ITERATION 3
COMPONENT 1
ITERATION 4
STEP 1 The main component of the bloom project is being drawn out in rhino and once the desired shape is achieve the shape is extrude to form a 3d component.
STEP 2 Join the components into the sockets according to possible connection points with a right angle line attached which will act as a branch for the component. STEP 3 Tag the lines as the handle branch in grasshopper. A plane will then be drawn as a reference for the orientation of the branches. STEP 4 Set the axiom by using the branch for the main component and redraw the heuristic handle of the branches.
B 3 R E V E R S E E N G I N E E R I N G RECREATING BLOOM PROJECT
STEP 5 Enter ruleset into grasshopper and establish the loop with the anoneme plug in.
STEP 6 Set the number of times for recursion and run the loop. An aggregation will be produced at the indicated start point. This is in replacement of using the orient3pt command in manual recursion technique.
STEP 7 Check for any collisions and cull if any. Edit rulesets and rerun entire loop till desired form is achieved
B 3 R E V E R S E E N G I N E E R I N G AUTOMATION PROCESS
Draw out the desired components and extrude. Ensure sockets are included.
Draw a dummy branch and attach to the components.
Connect the c together from along with t bran
Once desired outcome is achieved, bake the geometry and render to personal preference.
Cull any collided components and evaluate form. Re-enter ruleset and re-orientate if results are not desired.
Start the loop plug
components m the sockets the dummy nch.
in anenome in.
Set the real branch for the components in grasshopper, along with the axiom and start point.
Redraw heuristic handles according to the finalised components.
Enter rulesets in grashopper.
Draw a plane at the end of each line for both axiom and branches which will be used for orientation.
B 3 R E V E R S E E N G I N E E R I N G FINAL OUTCOME
B 4 T E C H N I Q U E : D E V E L O P M E N T
ITERATION 1
After recreating and experimenting with the forms, a few different iterations were developed each for a different purposes and with different forms. The iterations were mainly inspired by the bloom project and are meant
COMPONENT 1
COMPONENT 1
IT
TERATION 2
ITERATION 3
COMPONENT 2
COMPONENT 2
ITERATION 4
COMPONENT 3
ITERATION 5
COMPONENT 3
EA RT A ITOI O I TI ET R N N3 6
30
CONCEPTUALISATION
CONCEPTUALISATION 31
ITERATION
COMPONENT 4
7
34
CONCEPTUALISATION
COMPONENT 4
ITERATION 8
CONCEPTUALISATION 35