PEDRO VENEGAS PORTFOLIO. ARCHITECT AND COMPUTATIONAL DESIGNER

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PEDRO VENEGAS RODRÍGUEZ

/ PORTFOLIO


PEDRO AMADOR VENEGAS RODRĂ?GUEZ

pvenegasr@pucp.edu.pe pedro_venegas_@live.com +51 993715007 369 Brasil Avenue Lima 15083, Peru instagram.com/pedro.verodriguez/ place of birth Lima / Peru date of birth 22.06.1989 languages spanish: native english: advanced Rhinoceros Grasshopper Cinema4D Maya Blender HoudiniFX Zbrush Lumion Arnold Renderer Archicad Arduino Processing Dialux Adobe Photoshop Adobe Illustrator Adobe InDesign Adobe Premiere

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EDUCATION 2006-2011 Ricardo Palma University - (BArch degree) Bachellor in Architecture and urbanism 2014 Ricardo Palma University - Presentation of Architecture Thesis 2018 Best Business Support (BBS Academy) - Archicad BIM Software Designer 2019 Architectural Association Visiting School Lima - Participant in Adaptive Transport Machine V.02.

EXPERIENCE 2011-2013 Ricardo Palma University - (instagram.com/taller.baracco) Assistant Teacher for Design Workshop 2014-2016 Claudia Paz Lighting Design / Arquileds - (instagram.com/claudia_paz_lighting_studio) Lighting Designer / Visualization Artist 2016-2017 Latin America Arts and Science University UCAL - (instagram.com/arquitecturaucal) Assistant Teacher Physics and Mathematics for Architecture / Assistant Lecturer Structural Design Workshop 2018-Current Arqus Architecture / InteriorDesign / Building Senior BIM Architect / Lighting Design Architect 2020-Current Pontifical Catholic University of Peru (PUCP) - (instagram.com/taller5dunleb) (instagram.com/pucp) Professor in Computational Design and Digital Fabrication Workshop / Teacher Assistant in Design Workshop 2020-Current Lima Uno Academy - (instagram.com/lima.uno.e/) CEO / Professor for Parametric Design Software / Research in Computational Design Field

ACADEMIC PUBLISHING 2009 4th International Architecturel Biennale Rotterdam Open City: Designing Coexistence - “How to Build CO=Existence?� Participant Catalog 2012 Ricardo Palma University - Baracco Workshop Baracco15 Talleres2012 - Professor Participant Catalog 2013 Ricardo Palma University - Baracco Workshop Baracco15 Talleres2012 - Professor Participant Catalog 2015 Prague Quadrennial of Performance Design and Space Peruvian Team - Sound Designer Participant Catalog 2021 Pontifical Catholic University of Peru (PUCP) - Computational Design And Digital Fab Workshop. Laboratorio de Construccion 1 PUCP Academic Catalog

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About me. I was born in Lima, Perú. Graduated in Architecture and Urbanism from Ricardo Palma University. My relationship with cutting-edge technology and computational design thinking comes from my curiosity about computers, digital systems, robotics, spaceships and even games, not only since I was a kid but with all the knowledge I gained at university where it starts my obsession with computational design softwares and robotics. Since I finished my undergraduate studies I’ve been strongly related with the academic field, working with students, with tutors and so on. These gave me a lot of motivation for taking my steps forward and always keeping me learning new skills, new tools and software, new ways of thinking in the architectural field taking me out of my confort zone. I believe that nature can give us tons of information and lots of formulas for inspiration and creation, however I also believe in the power and potential that lie in the human brain, the strongest tool ever existing but less understood. We can agree that humans have been really fascinated in mimicking nature maybe our whole life in history but what fascinates me the most is this idea that now that we can mimic nature in some many ways, now it’s time for us to teach machines to mimic us, not only in our natural way of being but in the way we think and create. That’s why part of my personal ongoing research are more related to Artificial Intelligence as a tool for designing and predicting spatial situations. I believe in the power of data as a material for designing. I think we have learned a lot from AI maybe even more than from nature, just because the A.I. is more a reflection of ourselves than the nature is. Nevertheless, maybe we will find our answers in the way we believe in nature systems and sinthetic tools, analog and digital coexisting in a new kind of ecosystem, or maybe something even more than it. My current academic work with my undergraduate students are based in the experimentation with materials, natural and sinthetic, as a laboratory scientists. In order to understand them in a very deeper way. Seeing them as living systems more than a simple chemical structures that we use to build, in the pursuit of this idea that we can grow buildings. Buildings that can repair itself, that can assemble autonomously, learn from context, adapt through time and even replicate themself. One step at a time. I see myself as a curious kid, dissatisfied and disruptive in many ways. Always open for listen to new ideas and discuss all the new ways of seing not only architecture but a lot of other disciplines that can contribute the architectural thinking. In a nutshell, to learn how to see because everything in this world connects to everything else.

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Index. Research / Workshops 01. Deepdesign: Architecture & 3D Neural Networks / DigitalFutures - University of Michigan 02. Adaptive Transport Machine v2.0 / Architectural Association Visiting School Lima - PUCP 04. Intricacy // Zbrush Workshop / Futurly.Space 05. HyperSkins v1.0 / DesignMorphine 06. Spatial Synthesis v1.0 / DesignMorphine 07. Procedural Assemblies v.10 / DesignMorphine

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Contests 08. Calle Las Pizzas - Urban Ideas Contest Miraflores Lima 09. IRRADIA MALI Digital Art Pavillion - Lima Art Musem 10. Concurso Nacional de Ideas Plaza 3 - San Isidro Lima

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University Academic Projects 11. 2020-1 Technology Department / DigitalFabrication - PUCP 11.1. Neumática Móvil 11.2. Hacia La Luz 11.3. Construcción del Sonido 11.4. Cibtemplar la Oscuridad 12. 2020-2 Technology Department / DigitalFabrication - PUCP 12.1. .Knit 12.2. Q’ka 12.3. PTBB#1 12.4. mod.VRIC 12.5. PTBB#2

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Institute Academic Projects 13. Introduction about Institute 13.1. Rhinoceros Workshop 13.2. Pufferfish Workshop 13.3. Wasp Workshop

88 90 82 96

Visualization / Publishing 14. Publications During Undergraduate Era 15. Publications During Proffesor Era 2020-2 16. Publications During Proffesor Era 2020-1

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Research / Workshops

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All the works related to researching and learning about computational design, digital fabrication, artificial intelligence and software.

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01. Deepdesign: Architecture & 3D Neural Networks / DigitalFutures - University of Michigan Tutors: Matias del Campo, Sandra Manninger, Alexandra Carlson, Danish Sayed, Dongseop Mike Shin. Student: Pedro Venegas Rodríguez “The goal of the DeepDesign workshop was to introduce us, uninitiated in the use of Artificial Intelligence in Architecture, to two specific methods of design with Neural Networks. The 2D-2D Neural Styletransfer technique allows to interrogate the ways that machines see the world. With this in mind, the method can be used to mine the repository of the architecture discipline (facades, silhouettes, massing, forms and programs). The cross-pollination of architectures that can be achieved using Neural Networks forms a novel provocation, as the results are strangely familiar but but still oddly alien. The examination of these architectural artifacts ignite discussions on aspects of agency, authorship and sensibility in a posthuman world. In continuaiton of this technique students learn how to jump from 2D to 3D, using 2D-3D Neural Style” (DeepDesign Team) For this purpose we worked with Fast.ai and Paperspace console.

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The main objective of this research was to train a neur al network with images of peruvian mountainous parks in order to explore new formal results in peculiar urban conditions. This specifically urban condition was one of the most iconic peruvian slum. San Cosme slum is so important in peruvian history because it was the first case of private property illegal massive invasion (1946). The Neural Network was trained with satellite images of “Lomas de Lachay”, a peruvian mountainous natural park. The main goal was to use that satellite image as an “style” image, in order to reimagined the “content” image of San Cosme slum satellite image. The more data we introduced in the neural network the better results we got. It was important to notice that “weight” was a really significant parameter to be tweaked. In the image above we can see al the inputs and output we got from the AI during the process.

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These other explorations was base in the idea of reimagined Lima Historical Buildings, basically 60s Modern Buildings and other Republican 20s Buildings, from the perspective and analysis of Zdzislaw Beksinski’s paintings. The main question here was: Could the AI identify significant traces in a artist drawing in order to reimagine architecture? The interaction between “style weight” value and “content weight” value results in different visions for the building analysis. This phase of the research give us more information for the inspiration and initial process for designing. Some of the outputs were treated as information maps, basically displacement and normal maps in order to evaluate their 3D caractheristics. As these images are outputs from satellite pictures, they were used inside render engines to create some 3D topographical models, this process were usefull to see how AI could convert 2D to 3D information to create spatial situations. For this particular outputs, Cinema4D render engine were used.

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In order to obtain better resolution outputs, it was necessary to subdivide inputs images. Better input resolution images result in better resolution output images. In this exploration we used again Zdzislaw Beksinski cathedral painting as “style image� in order to reimagined Lima Cathedral, a 16th Century Building in Lima, Peru. The final outputs we put together in Photoshop software in order to create a bigger canvas, obtaining an astonishing image with an unique style.

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The final process of the research was to explore 2D to 3D style transfer. ‘This project uses the neural 3D mesh renderer by H.kato, Y.Ushiku, and T.Harada to achieve dreaming and style transfer in 3D.’ (DeepDesign Github)

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02. Adaptive Transport Machine v2.0 / Architectural Association Visiting School Lima - PUCP

2019_ROBOTIC MANUFACTORING FOR ARCHITECTURE DIRECTORS_ Federico Dunkelberg (PERU) , Sophie LeBienvenu (PERU) TUTORS_ Alvaro Lopez (SPAIN) , Karl Singline (AUSTRALIA) SUPPORT_ John Frazer (ENGLAND) Ricardo Signori (PERU), Pablo C. Herrera (PERU), Erick Vásquez (PERU), Erick Maldonado (PERU). TEAM_ Ismael Acuña (PERU), Sebastian Aguilar(PERU), Daniella Araujo(PERU), Rafael Del Barco(PERU), Alejandro Egocheaga(PERU), Isaac Maita(PERU), Felipe Molina(ECUADOR), Olenka Peña(PERU), Micheline Remy(PERU), César Requejo(PERU), Adriana Rojas(PERU), Guido Silva(PERU), Pedro Venegas(PERU), Alessandra Zambrano,(PERU) Katherine Zambrano(PERU).

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CASE_ This project is about the exploration of a multiple layer printable structure throughout robots using adobe and quincha materials from ancient culture of Pachacamac. The return to this ancient materiality is an inspiration to be applied through robotics in order to develop multiple scale architectural spaces. This vision is aimed to explore a close colaboration between humans, intelligent machines and nature in different scales of construction, in order to humanize construction processes in the future, and generate different ecosystems conditions for a sustainable balance in cities.

CONCEPT_ The architectural system works merging different layers of materials printed by robots: reinforced concrete for structure, adobe and quincha for divisions, soil and seeds to allow different ecosystems to live with humans.

DESIGN STRATEGIES_

Different height possibilities based hexagon sides as repetition strategy.

Modules repetition strategy by side and up side down conection.

Aggregation possibilities in order to adapt site and program conditions.

DESIGN ITERATIONS VS. CONSTRUCTION PROCESS_

DESIGNED OBJECTS WITH DIFFERENCES IN BASE SHAPE AND HEIGHT

CONSTRUCTED AND TESTED OBJECTS

A 3-tip object with an hexagonal base is selected to be built as all test performed were satisfactory.

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DESIGN

ROBOTS AND THE RETURN OF ANCIENT MATERIALITY


Air pressure line connected to a compressor and a pressure controler

CLAY EXTRUDER _TOOL DESCRIPTION

Customized wood support

Pressure relief valve as a safety measure

Manometer

Metal screws PVC Seal

Rubber package in the middle that is trapped between the screws and allows no air leakage

2.4 liter polycarbonate tube

5mm adapted air pressure bronze nozzle

Air pressure regulator controler

Air pressure line connected to a compressor and a pressure controler

The tool is calibrated by placing the final tip of the extruder 4 times on a nail attached to a table.

CALIBRATION _TOOL POSITION

KUKA KR6-16-20 _ CONSIDERATIONS

OPTION _ 4XYZ POINTS

1.

POSITION A

2. POSITION B

3. POSITION C

4 POSITION D

-1.85*

1.6 11m

m

+1.85*

COORDINATES _BASE POSITION Set origin point in the closest corner to the Kuka robot. Get coordinates.

2.

Move robot to the second point in axis X.

Move robot to the third

3. point in axis Y.

2,412mm

2,026mm

1320mm

1.

The coordinates of 3 points are measured at the base where the extrusion will be performed to place them in the grasshopper design.

(0;0)

Y

Y X

1,027mm 1,611mm

X

ROBOT SET UP

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MATERIALS_ CLAY PREPARATION MATERIALS TO USE

MATERIALS _ STEPS

TOOLS NEEDED

CONSIDERATIONS Pour the clay into

CLAY

- The material used for printing is a ceramic paste with a minimum water content produced by the mixture of fine clay of high plasticity (greyish white colour), sodium feldspar, quartz sand and water.

MIXER MACHINE

Make as many

5. balls dough as is

-The extra water that must be added to the ceramic paste to obtain the consistency recommended is approximately 5.5% by weight of the clay paste received.

HANDS

WATER

1. the mixer machine.

needed.

Pour about 300 ml

2. of water into the mix and mix.

Take out the mix and

3. put in a table.

Dip the dough in to

6. the water to have

better homogenity.

Mix the clay dough by

4. hand until it has soft texture.

Fold the dough as

7. much as needed

until all the bubbles of air dissapear.

Finally, make a ball

8. again without bub-

bles and repeat the steps 9 to 11 twice for a beter result.

SPATULA

THICKNESS TEST _ LINE SPACING

HEIGHT TEST _ MODULE HEIGHT DETAIL

C.T. 1.5 mm Speed: 2mm/s Extruder: 5mm Presure: 5bar ZOOM

HEIGHT: 20cm Speed: 2mm/s Extruder: 5mm Presure: 5bar

HEIGHT: 50cm’ Speed: 2mm/s Extruder: 5mm Presure: 5bar

C.T. 14mmcm’ Speed: 2mm/s Extruder: 5mm Presure: 5bar ZOOM

INCLINATION _ANGLE FROM THE BASE POINT

VELOCITY TEST _TOOL SPEED

INCLINATION 70 * HEIGHT: 15 cm’ Speed: 2 mm/s Extruder: 5 mm Presure: 5 bar INCLINATION 30 * HEIGHT: 15 cm’ Speed: 2 mm/s Extruder: 5 mm Presure: 5 bar

INCLINATION 60 * HEIGHT: 15 cm’ Speed: 2 mm/s Extruder: 5 mm Presure: 5 bar

Speed: 8mm/s Extruder: 5mm Presure: 5bar

Speed: 2mm/s Extruder: 5mm Presure: 5bar

Speed: 128mm/s Extruder: 5mm Presure: 5bar

Speed: 4mm/s Extruder: 5mm Presure: 5bar

NOTE 30* is a critic point where we can see deformations on the middle part of the wall

KUKA PRC _ GRASSHOPPER CONTROLLERS

X:- (0 - 100) Y: ( 0 -100) Z: 6

MATERIALS

X: 192.01 Y: 1092.58 Z: -533.59 X: 189.64 Y: 1376.78 Z: -535.37 X: 676.41 Y: 1094.11 Z: -539.19

VECTOR XYZ

RADIUS: 50

MOVE POINT

POINT

DECONSTRUCT BREP

DECONSTRUCT BREP

PIPE

CENTROID

NORMAL PLANE

3 PLANE POINT REVERSE PLANE

NORMAL

ORIENT PLANE

LINE FRAME

POINT

RANGE

LENGHT : 100

X Y Z POINT

RESULT

66.7

KUKA

20 %

DUPLICATE DATA

SUBSTRACTION

1 LIST DISTANCE: 1.5

LIST LENGHT

RANGE

LIST LENGHT

SPLIT LIST

EXTRUDER

SPEED

12 x

LINEAR MOVEMENT

ORIENT POINT

LIST

LIST LENGHT

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SIMULATION PROCESS


04. Intricacy > Pixologic Zbrush Workshop / Futurly.Space Tutor: Vamsi Krishna Vemuri Student: Pedro Venegas Rodríguez This nested workshop operated on a series of subdivision modeling and sculpting strategies using Pixologic Zbrush.​ Detailing, Ornamentation and aesthetic articulations are a prime focus area. The first phase dealed with familiarizing with the ​UI and various sculpting and extraction strategies (Alphas, Masking, arrays, Zmodeler, Booleans). Using this arsenal, we explored the destabilization of forms, creating ornamental extensions, connectivity, and creating monumentality to various architectural elements. We also dived into meshing retopology techniques using dynamesh, remesher, and decimation. The goal of this session was to achieve more intricate singular compositions using a series of techniques. In the last phase, we expanded on the techniques we learned and extend it to spaces. Live booleans, snapshot modeling, advanced kitbash workflows and exploring the creation of complex symmetrical configurations. We also experimented with surface-level detailing of forms, using maps/alphas and deformers. The final result was intricate architectural composition reflecting elegant monumental characteristics.

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05. Hyper Skins v1.0 > Autodesk Maya Workshop / Design Morphine Tutor: Aleksandar Bursac Student: Pedro Venegas RodrĂ­guez

Hyper Skins V1.0 focused on polygonal modeling techniques on the human body to develop new and interesting body typologies. It started with an introduction into Maya low poly modeling looking into the importance of topology and advantages of procedural modelling. We inspected how procedural modeling greatly increases output in iterative design in a controlled manner through easily reproducible stages of transformation. The focus was to gain a basic understanding of the logic behind working with meshes in Maya with the focus of progressively adding detail and exploring workflows with parent meshes and patterning as a means to introduce complexity into the sculpting process. A further exploration into the control of both low poly and high poly meshes with the use of deformers and other basic Maya toolkits that follow non destructive and reversible workflows was developed. We experimented with a workflow that contributes to the easy creation of a multitude of options that belong to the same family of objects that sequentially diverge and differentiate into different modelling outcomes during the design process. (DesignMorphine Team)

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06. Spatial Synthesis v1.0 > Autodesk Maya, Rhinoceros 6, Grasshopper Workshop / Design Morphine Tutor: Alejandro GarcĂ­a Gadea Student: Pedro Venegas RodrĂ­guez

Spatial Synthesis V1.0 focused on polygonal space morphing by way of low poly meshes and non destructive morphing techniques utilizing Maya and Grasshopper to generate living cell typologies. The combination of Maya low poly polygonal modeling along with parametric Grasshopper programming makes the perfect workflow for iterating through various versions of spatial situations and combinations. Geometry iterating was performed by various morphing, blending, and deforming workflows as well as user interactions. The proposed procedural and algorithmic approach allowed us to explore different exterior and interior habitable architecture conditions which express controlled freeform fluidity in their transitions. Upon arriving at acceptable clean mesh geometries we learnt to apply details, textures and patterns onto them driven by numerous data field conditions to complete the vision of new living units in a way which blends elegant form, fluent spatial functionality, and bespoke details. These living cells were combined with discrete modularity and fabrication in mind to create grouped architectural units. (DesignMorphine Team)

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07. Procedural Assemblies v1.0 > Rhinoceros 6.0, Grasshopper Workshop / Design Morphine Tutor: Alejandra Rojas Student: Pedro Venegas RodrĂ­guez

Procedural Assemblies V1.0 explored the opportunities provided by aggregation and growth algorithms with Grasshopper plug-ins in an effort to investigate how multiple living cells can create clusters based on bottom up deployment strategies. We focused on iterative processes which allow the creation of custom workflows to simulate, quantify and visualize the living cells acting together as a system. The primary tool used in this webinar was the Wasp plugin for Grasshopper which lets you design generatively via discrete elements that aggregate together based on spatial fields and stochastic sets of part to part connection graph instructions. We designed multiple low poly aggregation units which will represent the bounds of more detailed units. The low poly aggregation units were assigned sets of connection rules and run through Wasps solver to generate multi orientable aggregated unit clusters. Multiple iterations of result clusters were generated and evaluated by running Wasp with various fluctuating parameters. Detailed living cell units then were transferred to their corresponding low poly aggregation units in the clusters to result in refined architectural systems. (DesignMorphine Team)

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Contests

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All the works related to contests as a participant and team leader. National Contests Only.

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08. National Contest of Ideas in Calle Las Pizzas > Calle Las Pizzas / Miraflores Lima Peru Team: Pedro Venegas, Micheline Remy, Indira Almonacid, Gino Lermo, Kevin Abanto.

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09. IRRADIA Digital Public Spaces > Museo de Arte de Lima x Fundacion Telefonica / MALI Lima Peru Team: Pedro Venegas, Micheline Remy, Erick Maldonado, Cesar Requejo, Kevin Abanto.

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10. National Urban Idea Contest > Plaza 3 / San Isidro Department Lima Peru Team: Pedro Venegas RodrĂ­guez

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1. The top structure of the project is cover with some low water consumption climbing plants. In this particular situation the project works with bougainvillea spactabilis, trachelospermum jasminoides, passiflora edulis.

1

2. The construction of the metal structure proposed, grows in relation with the growth of climbing plants. For this purpose the project is made with circular steel tubes and steel cables. 3. The project works with a territory designed with steps like platforms with different dimensions and curves. Insiped by the peruvian andean “Andenes�. The maximun height of the platform goes along the main street in order to reduce the urban noise inside the project.

4. The project reuse 13 of the original parking lots that help general logistic services of the stores around.

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5. All the new stores proposed in the project are designed to be attached inside the territory. The same with the bicycle parking lots. 6. All the lighting design project is based in LED lightning. Decorative and Technical luminaries are LED technology IP67.

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University Academic Projects

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All the students works of the main course led by me. Architecture Technology Department in Pontifical Cathotic University of Peru - PUCP.

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11. 2020-1 Technology Department / DigitalFabrication - PUCP Professor: Pedro Venegas Rodríguez Assistance: Cesar Requejo Peña, Erick Maldonado Castillo Students: Victor Araujo, Karina Arisaca, Miriam Barrionuevo, Leonela Berrocal, Alexandra Bueno, Allyson Caballero, Susana Chia, Diana Mamani, Andrea Mata, Koshova Molero, Angie Polo, Nicole Rivera, Mighael Vitonera.

Meta-Personal Spaces Our Fabrication Laboratory focuses in computational design and digital fabrication’s tools nature as our brain extension, in the constant interaction between digital and analog, in the recurring idea of materials as a result of a deeper unknown interaction, physical or abstract, in the pursuit of the harmony between natural and synthetic. In an nutshell, “learning to see because everything connects to everything else” On this semester, our global theme “Meta-personal spaces” was divided into two separated topics. The first part “Metaespacio”, consisted in a personal analysis through introspection, the idea behind this topic was to recreate mental spaces of each student and translate it in isometric drawings, due to global situation, this semeter centered on digital works. The second part of the semester “Discretes”, centered on designing dicrete modules to build any kind of spaces in any scale, a building, a pavilion, a system, whatever each team decided to work with. In the search for material and structural optimization in a very simple system but resilient. With these ideas on mind, each team worked through design of units, links, patterns and comunnities.

Student: Alexandra Bueno -42-


Student: Susana Chia

Student: Nicole Rivera -43-


Neumรกtica Mรณvil

Team: Susana Chia, Koshova Molero

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Hacia La Luz Team: Angie Polo, Diana Mamani

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Construccion del Sonido Team: Victor Araujo, Karina Arisaca

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Contemplar la Oscuridad

Team: Alexandra Bueno, Miriam Barrionuevo, Nicole Rivera

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12. 2020-2 Technology Department / DigitalFabrication - PUCP Professor: Pedro Venegas Rodríguez Assistance: Cesar Requejo Peña, Erick Maldonado Castillo Students: Sebastián Cervera, Solange De la Cerna, Camila Dextre, Alejandra Landers, Luis Matias, Alejandra Muñoz, Grezzia Orizano, Michelle Pando, Ricardo Rodríguez, Camila Salhuana, Luis Sánchez, Liliana Sánchez, Enrique Sing, Andrea Taramona, Lucero Torres, Natali Villegas.

Hyper-Contextualized Aggregates Our Fabrication Laboratory focuses in computational design and digital fabrication’s tools nature as our brain extension, in the constant interaction between digital and analog, in the recurring idea of materials as a result of a deeper unknown interaction, physical or abstract, in the pursuit of the harmony between natural and synthetic. In an nutshell, “learning to see because everything connects to everything else” On this semester, our global theme “Post-traumatic Building-Block Systems” focused on experimental building systems based in aggregation systems over post-traumatic global scenarios. By reimagined different contexts, each team designed resilient emergency systems to build different types of architectures, not focusing in the building itself but in the potenciality of the system through time and space. On the projects shown here are not only based on contexts but material caractheristic and properties. Attributes that can change radically through scale, chemical structures, interaction with other materials or even interaction with external estimulus. We try to see our building systems as unities that can be use to build not only building but living cells. By knowing all these parameters, finally we proceeded to create building rules, to go from units to cluster. Using computational design software, Grasshopper, Wasp and Fox, we experimented how all the systems could grow through time, space and context, and different generations: One problem, multiples solutions. Finally, Why do we care about it? As architects we realize now a problem doesn’t have only one solution but hundreads, thousands, maybe more. That we can have control of each solution at once or all at the same time.

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Team: Sebastián Cervera, Alejandra Muñoz, Nátali Villegas

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.knit

Team: Solange De la Cerna, Camila Dextre, Liliana Sรกnchez

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Q’ka

Team: Michele Pando, Andrea Taramona

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PTBB#1

Team: Sebastian Cervera, Alejandra Muñoz , Nátali Villegas

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mod.VRIC

Team: Grezzia Orizano, Ricardo Rodriguez, Luis Sanchez

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PTBB#2

Team: Alejandra Landers, Luis Matias

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Institute Academic Projects

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Students works and Personal research from Institute of Computational Design And Digital Fabrication L.UNO.e in Peru. Working as CEO/Founder, Professor (Rhinoceros, Grasshopper, Pufferfish, Wasp, Cinema4D, Archicad) and Researcher.

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Some models of our students during our January Program. In the institute we teach student how to use software as a tool of design. We use our platform to teach our perspective of the computational design. We teach about Analog Thinking, Digital Thinking and Parametric Thinking. We use softwares as Rhinoceros 7, Grasshopper, Archicad, May, Vray, Cinema4D and so on. Plugins as Pufferfish, Kangaroo, Wasp, Weaverbird, Silkworm and other more. We are interested in teach not only how to use software as a tool but make the computational design real through 3d Printing. -88-


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Some exercise of our students for our February Program.

Some exercise of our students during our December Program.

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Basic model made to teach student basic ideas of aggregation with Pufferfish. All the objectives of the workshop is the student to understand that every model we do through software can be 3d-printed. In the academy we explore two different systems: FDM and DLP 3d printers in order to understand how materials can be transformed.

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Experiments with new Rhinoceros7 and SubD design. The objective was to test 3d printed systems from SubD and Multipipe tools from Rhino 7

All the designed model made in Rhinoceros 7, then was 3d printed in resin with a LCD 3d Printer, to test minimal details in resin models with the students -93-


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With our students we do some experiments with pufferfish, in order to learn how to control tweens, averages, tranformations and so on. we use this a a first step to start designing with agreggation systems. Through Pufferfish we experiment with design, we explore formally. We use this tool as inspiration for the seeking of the ideal design and model. we use it in abstract exercises and more “orthodoxal� models.

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For our intermediate students we work with WASP, in order to explore discrete aggregation systems. We use some theory postulations as Theodore Spyropoulos’s book “Adaptive Ecologies” to understant the relationship between Unit, Cluster and Collective. We are about to open our last module related to Digital Fabrication, where we explore 3d printing systems and use some theory books as “Digital Fabrication” by Neil Leach, Achim Menges and Neil Leach. “Scripting Cultures” by Mark Burry, “Digital Tectonics” by Neil Leach, David Turnbull and Chris Williams, “3D-printed Body Architecture” by Neil Leach and Behnaz Farahi, among others.

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Visualization / Publishing

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Publications made in undergraduate time and all publications during academic time in PUCP

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(1)

(2)

(3)

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(4)

(1) Baracco2012 - Design Workshop Catalog. 2012. Worked as Assistant Teacher. (2) Baracco2013 - Design Workshop Catalog. 2012. Worked as Assistant Teacher. (3) PQ2015 - Prazske Quadriennale Scenografie a Divadelniho and Space. 2015. Worked as Sound Designer. Peruvian Team (4) IABR2009 - 4th International Architecture Biennale Rotterdam. Open City: Designing Coexistence. 2009. Peruvian Team Member

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(1)

(2)

(3)

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(4)

(1) Team .Knit - Catalog for Design Laboratory. PUCP. 2020. Professor: Pedro Venegas. Team: Solange De La Cerna, Camila Dextre, Carolina Sanchez. (2) Team Q’ka - Catalog for Design Laboratory. PUCP. 2020. Professor: Pedro Venegas. Team: Michele Pando, Andrea Taramona. (3) Team PTBB01 - Catalog for Design Laboratory. PUCP. 2020. Professor: Pedro Venegas. Team: Sebastian Cervera, Alejandra Muñoz, Nátali Villegas. (4) Team mod.VRIC - Catalog for Design Laboratory. PUCP. 2020. Professor: Pedro Venegas. Team: Grezzia Orizano, Ricardo Rodríguez, Luis Salcedo.

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Team ConstruccionDelSonido - Catalog for Design Laboratory. PUCP. 2020. Professor: Pedro Venegas. Team: Victor Araujo, Karina Arisaca.

Team NeumรกticaMรณvil - Catalog for Design Laboratory. PUCP. 2020. Professor: Pedro Venegas. Team: Susana Chia, Koshova Molero. -104-


Team HaciaLaLuz - Catalog for Design Laboratory. PUCP. 2020. Professor: Pedro Venegas. Team: Angie Polo, Diana Mamani.

Team Luminarium - Catalog for Design Laboratory. PUCP. 2020. Professor: Pedro Venegas. Team: Andrea Mata, Mighael Vitonera. -105-


Lima - Peru - 2021


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