periodical for the Building Technologist
76. Generative Design
www.codebale.studio
@codebale
Cover page description This data sculpture is a site specific installation that encapsulates the hidden relationships between the city's climate and the urban morphology at any specific location within the city. In this particular instance, the differential amounts of solar insolation at the street level due to the existing foliage and variations in building volumes is captured. This information is simulated for every daylight hour for the whole year and averaged out for a monthly animation that records the change in insolation on a typical day of the month. An imaginary grid is superimposed on all the streets and these rectangles are extruded in response to the intensity of solar insolation at that particular location. The end effect of this transformation are 12 unique animations that let the viewer virtually experience the change in solar intensity during the course of a year by observing the indirect effect of this in their immediate vicinity in physical space.
Codebale Studio Codebale studio is founded by Ashwin Iyer and Karthik Dondeti based out of Bangalore, IN. We are a generative art studio exploring the relationships between humans, machines, data and art. Our expressions take on various forms across media such as, Generative art and design, Data driven art narratives, Interactive media installations, Adaptive branding and Interactive e-education content. Our work is primarily driven by data that makes it feasible to design site-specific generative art that responds in real-time to the person interacting with it.
RUMOER 76 - GENERATIVE DESIGN 4th Quarter 2020 27th year of publication Praktijkvereniging BouT Room 02.West.090 Faculty of Architecture, TU Delft Julianalaan 134 2628 BL Delft The Netherlands tel: +31 (0)15 278 1292 fax: +31 (0)15 278 4178 www.praktijkverenigingbout.nl rumoer@praktijkverenigingbout.nl instagram: @bout_tud Printing www.druktanheck.nl ISSN number 1567-7699 Editorial Committee Aditya Soman (Editor-in-Chief) Daphne de Bruin Diederik Jilderda Eren Gozde Anil Fawzi Bata Sarah Hoogenboom Sophie van Hattum Tim Schumann Cover Page Original Generative Artwork by Karthik Dondeti Codebale Studio RUMOER is the official periodical of Praktijkvereniging BouT, student and practice association for Building Technology (AE+T), at the Faculty of Architecture, TU Delft (Delft University of Technology). This magazine is spread among members and relations.
Circulation: The RUMOER appears 3 times a year, with more than 150 printed copies and digital copies made available to members through online distribution. Membership Amounts per academic year (subject to change): € 10,- Students € 30,- PhD Students and alumni € 30,- Academic Staff Single copies: Available at Bouw Shop (BK) for : € 5,- Students €10,- Academic Staff , PhD Students and alumni Sponsors Praktijkvereniging BouT is looking for sponsors. Sponsors make activities possible such as study trips, symposia, case studies, advertisements on Rumoer, lectures and much more. For more info contact BouT: info@praktijkverenigingbout.nl If you are interested in BouT’s sponsor packages, send an e-mail to: finances@praktijkverenigingBouT.nl Disclaimer The editors do not take any responsibility for the photos and texts that are displayed in the magazine. Images may not be used in other media without permission of the original owner. The editors reserve the right to shorten or refuse publication without prior notification.
Interested to join? The Rumoer Committee is open to all students. Are you a creative student that wants to learn first about the latest achievements of TU Delft and Building Technology industry? Come join us at our weekly meeting or email us @ rumoer@praktijkverenigingbout.nl
76 | Generative Design
CONTENT
Articles 06 . 26
A Human-centric approach towards Scientific Design -Ir. Shervin Azadi with Dr. Pirouz Nourian , TU Delft. In pursuit of deep architectural design -Pedro Veloso with Jinmo Rhee , CMU.
BouT 82
Board 26 passes the baton ... -Anagha Yoganand , BouT.
Companies 26
22 | Gameplay with encoded architectural tilesets
Generative design as a service -Ondrej Veselý , with Divaye Mittal , OMRT.
40 Generative design with HYPAR -Anthony Hauck, Andrew Heumann, and Tyler Goss , HYPAR. 66 Personalised Generative Design -Cesar Cheng, Sayjel Vijay Patel , Digital blue foam. 74
Data-driven design for complex, multi-disciplinary projects
- ir. Jamal van Kastel with,ir. Jeroen de Bruijn, Royal HaskoningDHV.
Interviews 49
The NEXT steps in design -Sanne van der Burgh & Leo Stuckardt, MVRDV.
Projects
66 | Architectural lessons from Topology Optimization 4
17
Gameplay with encoded architectural tilesets
- Eleni Chasioti, The Bartlett: UCL.
58
Topology Optimization: Architectural lessons from Topology Optimization -Ir. Rick van Dijk , TU Delft.
Editorial
EDITORIAL Dear Reader, It is with great pleasure and enthusiasm that I present my last edition of Rumoer as the editor-in-chief. I would like to express my gratitude and appreciation to all the wonderful contributors, sponsors, and the editorial team members that I had the chance to interact and work with over the course of my tenure. I wish the best to the next editor-in-chief, Eren Gozde Anil, as I know she will
Rumoer committee 2020-2021
continue the growth of this publication in the coming year.
power of the machines to rapidly iterate through the We began the discussions for this issue around the topic
trial and error design process. It combines parametric
of artificial intelligence and its impact on our daily life. It is
design with artificial intelligence and can lead designers
a piece of technology that is rapidly transforming the way
into a process of discovering and exploration of a wide
we live, work, and communicate. Industries around the
range of design possibilities by the means of algortihms
world are experiencing a change in their workflows and
programmed to achieve the design goals. This novel
artificial intelligence is automating many of the repetitive
methodology has the potential to have a large impact
and tedious tasks while also improving productivity.
on the industry in the coming years and can completely
This leads us to our main question for this issue, “How is
change the way buildings are designed and built.
Artificial Intelligence and Generative systems changing the Architecture and the Built Environment industry?
This issue 76: Generative Design offers a glimpse into the impact of this disruptive technology on architecture
The process of Architectural design is iterative, where
by exploring projects, essays and interviews by leading
the designer has to make a series of decisions to arrive
academicians, students and professionals in the field
at a design outcome. This can be a long and sometimes
exploring these technologies.
exhausting process. Decisions taken at any phase of the design can influence countless other aspects of the design and consequently becomes a task of balancing the
I hope you enjoy reading it!
benefits and compromise of decisions. Generative design
Aditya Soman
can transform this process by using the computational
Editor-in-chief | Rumoer 2020-2021
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A Human-centric approach towards Scientific design ir. Shervin Azadi, Dr. Pirouz Nourian, Department of Design Informatics, TU Delft.
Formalization of knowledge within a scientific paradigm unifies sporadic efforts through converging glossary and notation, thus enabling scientists to identify knowledge gaps and discrepancies easier. Formalization reveals potential bridges to various domain sciences and facilitates the utilization of methods that have proven effective in scientific problem-solving. In the case of Architecture and Built Environment, there is a long history of scattered efforts for identifying and formalizing design problems and design methodologies, but the big picture is yet missing. In this short piece, we name and frame some of these efforts to identify their parallels with Mathematics, Computer Science, and Systems Theory, as well as to illustrate new opportunities that methodical design unlocks. Fig. 1: The Generator Project
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76 | Generative Design
1. Context: In 1971, George Stiny and James Gips introduced ”Shape Grammars,” which described a syntactical system for producing geometrical configurations from a set of rules and one initial axiom [1]. In their grammar, each rule specifies a geometric transformation by illustrating the initial state (if) on the left side and a final state (then) on the right side. Shape Grammars is reminiscent of the Lindenmayer-System (L-System), which was developed by the biologist Aristid Lindenmayer in 1968 to model the morphology of plants [2]. Both of these formal grammars were focusing on encoding the process of geometric transformation through a grammatical ruleset. Still, they diverge in notation as L-System adopts a string-based notation to describe each transformation while Shape Grammar has moved towards a visual notation. Similarly, in his 1977 book A Pattern Language, Alexander describes an architectural system that consists of a set of local rules in various scales of architectural design. Alexander’s pattern language has inspired other engineering fields on how to encapsulate evidence-based tacit knowledge in system design as well [3]. In the same era, other approaches that adopted the analogy of architectural configuration design with linguistics and graph theory emerged, namely in the avant-garde books of March and Steadman’s ’Geometry of the Environment’ [4], ’Architectural Morphology’ of Steadman [5], and Hillier and Hanson’s ’Social Logic of Space’ [6] that later sparked the umbrella term Space Syntax. The latter especially established the use of the terms syntax and morphology in an obvious reference to linguistics. What is common between their approaches
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Fig. 2: The Generator Project: top-left, relation chart of user acitivities inside a residential unit; top-right: Layout, source: MOMA online archive [9]; bottom: Diagram of the system of relations between factors; source: CCA online archive [10]
is a view of architectural configuration as a matter of graph construction. In addition to these, Yona Fridman is arguably the first author to call for a ’scientific and participatory’ approach to architectural configuration based on graph theory in his inspiring book ’Towards a Scientific Architecture’ [7]. In retrospect, all of these approaches can be seen to have been inspired by the influential work of Noam Chomsky on Generative Grammars [8].
shift from design as a matter of drawing toward design
and Norbert Wiener, in 1976, Cedric Price and John
as a matter of decision-making. This crucial thread is
Frazer formulated a system theoretical framework
explicitly present in the Generator Project’s diagram
for a generative architectural configurator called the
of the design process, which is depicted as a data
Generator Project [11]. The design was configured by
flow diagram (see Figure 2). These threads are not
assigning locations to a set of 150 mobile cubes (spatial
independent of each other; a discrete model of space
units) and combining them based on connection rules. In
empowers discrete spatial decision-making (e.g., in
multiple ways, this generator was much ahead of its time
the form of location-allocation problems), generative
by defining a discrete notion of space and addressing
grammars regulate the configuration of modules in a
configuration and shape problems in a single framework.
discrete space, and the combination of decision-making
The Nobel laureate Herbert Alexander Simon eloquently
approach and grammatical structures can modularize
explains the importance of a solid notion of [discrete]
the design process. The crucial role of these reciprocal
space in his famous book the Sciences of the Artificial:
relations will come to the surface as we elaborate on the
”Since much of design, particularly architectural
idea of methodical design.
and engineering design is concerned with objects or arrangements in real Euclidean two-dimensional or three-dimensional space, the representation of space and of things in space will necessarily be a central topic
2. Methodological Design Methodically addressing the societal challenges such as shortage of housing, urban inequality, climate
in a science of design” [12].
crisis, and scarcity of resources within architectural &
A set of common threads are traceable through all of
complexities of design problems; the complexities
these innovative perspectives on design. The foremost is the analogy of architecture to language, which seeks to distinguish morphology and syntax respectively for the study of architectural forms and configurations and grammatical rulesets for systematically defined architectural schools such as classic architecture. The second is the notion of space that lays a foundation for formalizing architectural design as a matter of spatial configuration or formation of spatial boundaries, whether through discretization of space as a grid or modeling spatial relations as a graph. The great advantage of such configurative approaches to design is a paradigm
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Inspired by cyberneticians such as Gordon Pask
urban design processes would reveal human/physical as to which design problems have been referred to as ill-defined [13] or even wicked problems [14]. Due to these complexities, it is generally not an easy task to devise a course of actions that could be guaranteed to reach a single design objective, let alone multiple ones, especially when there is not even a consensus among the involved actors as to what the goals and their priorities should be. In other words, in the presence of complex human decision-processes and multifaceted physical phenomena, the relation between design Choices and Consequences becomes intricate and non-trivial to model, thus demanding approaches
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76 | Generative Design
design problems’ underlying complexities (i.e., multidimensional, multi-criteria, multi-actor, and multivalue complexities illustrated in Figure 3). Once a design problem is understood in such a non-reductionist form, it is easy to see the need for (and a current lack of) comprehensive evaluation frameworks capable of encoding, collating, and aggregating domain-specific human/physical knowledge of design quality, e.g., the study of spatial quality as to affordance, ergonomics, and daylight. Fig. 3: the spectrum of complexities involved in built environment design problems Fig. 3: the spectrum of complexities involved in built environment design problems
Generative Design in a broad architectural sense is an umbrella term referring to the science of understanding and converting the problem of architectural design
that take socio-spatial complexities for granted [15], [16]. Such complexity-driven approaches to the study of socio-technical phenomena are generally known as Generative Sciences, advocating the use of network science, Agent-Based Models, Cellular Automata, and in general, stochastic simulations of Multi-Agent Systems for understanding such complex systems [17]. Such complexities have arguably created a knowledge gap concerning ’evaluating design decisions.’ Consequently, there is a common tendency to jump to conclusions in design processes from the abstract desired functionality of a design to its ultimate concrete form, referred to as the ”Logical Leap in Design” [18]. As such, the main objective of methodical design approaches is to bridge this gap by firstly formulating the problem of design, breaking it into smaller formerlyclassified problems, and devising a corresponding course of actions. Subsequently, the methodical design is necessarily tied to a systematic study of 10
to sequences of decision problems, and devising Generative Systems for solving these problems through (q.v. [19] and [20]): •mathematically deriving designs from given design requirements (e.g. in graph-theoretical architectural layout planning [5], topology optimization [21] or shape optimization [22]), •itemising design alternatives through graph grammars (e.g. in [23],[24], [25],[36],[37]) •devising and collectively playing a game with multiple human players to interactively explore choices and consequences in a structured and regulated design process (e.g. in consensual decision-making in multiactor design problems [26], collaborative gamified design [27]) See a spectrum of generative design approaches in Figure 4. In a broader scope, the primary focus of both generative design and Generative Sciences is on
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understanding and managing the non-trivial sequences of choices and their consequences through simulating the dynamics of the underlying phenomena, agents, and their interactions by devising Generative Systems. Epstein emphasizes the explanatory potentials of generative systems as they enable us to artificially simulate the proposed model of a hypothesis and evaluate the similarity of the emergent pattern with the natural one [17]. Ergo, simulation is the critical ingredient of generative approaches as it provides a comprehensive and reproducible understanding of the modelled phenomena that effectively map choices to consequences. In this sense, the scope of generative simulations goes beyond the physical to include human factors for understanding the humaninduced complexities of socio-technical systems such as negotiation dynamics, decision-making processes,
Fig. 4: the spectrum of collective intelligence for spatial design
3.Collective Intelligence Piere Levy defines Collective Intelligence (CI) as a ”form of universally distributed intelligence, constantly enhanced, coordinated in real-time, and resulting in the effective mobilization of skills” [28]. Here we focus on a particular type of CI that emerges from the collaboration
subjective biases, and bounded rationality.
of natural and artificially intelligent agents (q.v. Human-
Figure 4. illustrates the spectrum of technics to generate
side, CI exposes the decision-making processes
designs varying Grammatical Itemization that involves users as the main driving force, to Mathematical Derivation with minimum reliance on user participation; in the middle of which Gamified Exploration is posited as it allows human participants to be the main players while including computational systems to ensure a logical structure and provide objective evaluations of design alternatives as scoring mechanisms. Such a participatory and generative formulation of spatial design problems allows for human and machine agents to interact directly in the design process, hence fostering the emergence of collective intelligence.
based Computation as framed in [38]). On the natural to the participants’ tacit knowledge and insight into societal values. On the artificial side, it exploits the precision, objectivity, and robustness that machine intelligence can bring to the analysis and evaluation processes. The core of such a CI is a shared medium that facilitates communication and allows coordination between all agents by providing an interactive and enjoyable interface for humans from one side and a logical framework for computational agents on the other side. As emerging media dominating the entertainment market, games can provide entertaining and immersive experiences while unfolding the complexity of the relations of choices with prior conditions and posterior
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76 | Generative Design
consequences. Besides, through their logical structure, games can fully integrate artificial agents in their system for simulations that can unravel the consequences of choices. As such, games can provide prominent media for engaging participants with complex systems that have emergent characteristics [29]. It is essential to notice that simulation in a more general sense than physical simulations would also mean replicating the decisionmaking dynamics in games (including board games). The term ’simulation game’ as such refers not only to digital simulation games but also to the games or multiactor strategic games that have a complex decision as to their object of focus [29]. Games can implement multiactor play and multicriteria scoring mechanisms thus not only providing for the direct inclusion of participants in decision making. Furthermore, by discretizing and structuring the nature of design decisions, design games also provide for tracking, recording, and studying design decision dynamics. The benefits of structuring decisionmaking processes as games are twofold: on the one hand, the negotiation process finds a rational and transparent basis, and on the other hand, the decision-dynamics can be investigated to extract conclusions in the form of design-principles relating performance indicators to decision-variables. Introducing methods for evaluating the quality of designs alongside the direct inclusion of participants in decision-making will facilitate their direct reflection on the evaluation results. As such, a gamified CI can didactically expose the complex nature of non-linear relations of decision variables Fig. 5: Examples of gamified generative design in student projects: MSc Earthy Design Studio [33], [34]. Image Credits: TerraTetris by Aditya Soman, Vicente Blanes, Christina Koukelli, Neha Gupta, and Dion van Vlarken; Modulabity by Alessandro Passoni, Alessio Vigorito, Fredy Fortich, Kiana Mousavi, and Stephanie Moumdjian
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with the performance objectives as well as the human complexity of decision-analysis as to different value systems and the plurality of actors. These potentials
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indicate that gamification can push the design process towards a knowledge-based complex decision-making discourse that contributes to resolving conflicts of goals,perspectives, and interests for reaching inclusive consensual decisions. Consequently, design solutions made through this framework are inherently explainable and reproducible by referring to the series of decisions that participants took and the set of evaluations and analyses that the machine has performed along the process. By explicitly modelling a design process as a complex decision-making process, and thus introducing decisionvariables, the combinatorial nature of the generative design will most likely result in a so-called combinatorial explosion of possible outcomes. Thus, the process of synthesis, i.e. exploring large decision spaces, collating, and drawing a conclusion from multiple analyses, can be overwhelming for humans and demanding for systematic synthesis and search processes. In this regard, algorithms and mathematical procedures can offer Multi-Criteria-Decision-Analyses as well as non-linear Learning methods (typically categorized as Artificial Intelligence) to perform the intricate task of relating consequences to choices (design decisions) to guide such synthesis processes. However, the adaptation and development of AI methods require a formal definition of problems and methodologies that enable objective evaluation, optimization, or adaptation of systems. Especially in use-cases, where framing and formulating problems is challenging due to the double humanphysical complexity of the concerned phenomena, any
Fig. 6: Examples of gamified generative design in student projects: BSc Spatial Computing Architectural Design Studio [35]. Image Credits: CUB3D by Hugo van Rossum, Maren Hengelmolen, Liva Sadovska, and Sander Bentvelsen
machine-generated solution must be not only justifiable
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76 | Generative Design
concerning a set of objectives but also explainable [30]
this emerging domain; seeking to contribute to fostering
and interpretable [31] for humans in terms of the clarity
new types of open collective intelligence for responsible
of the reasoning process. As design problems typically
architectural design and holistic analysis of the built
have human-related complexities that lack formal
environment.
definitions, the interpretability of any method that leads to a decision is essential for a CI system. Gamification of design as a design-methodological approach offers mechanisms for supporting ’direct and structured communication’ between human-agents and machine agents, required to foster CI [32], making interpretability
Authors Shervin Azadi and Pirouz Nourian were partially supported by two research grants while working on the content of this article: project EquiCity, Granted by Netherlands Organ-isation for Scientific
easily attainable.
Research (NWO), the grant Idea Generator, Nationale
The participatory generative approach to design as
and project GoDesign, Granted by the Dutch Ministry
facilitated by and structured in games reveals a nonreductionist picture of the human-physical complexity of architectural design processes. Transparently revealing such a complex picture and relating design decisions to their performance consequences not only makes design learnable as a knowledge-based process of decisionmaking aimed at attaining high levels of performance, but also an inclusive social decision-making process that induces a sense of holistic responsibility towards measured social and environmental consequences of long-lasting design decisions. Generative Design Games can enable participants to design effectively and intelligently while respecting societal values and caring for the planet. Participatory Generative Design in Architectural Design is an interdisciplinary field of research that renders a growing list of questions/ problems and answers/solutions. The Laboratory of Generative Systems and Sciences in Architecture and Built Environment GenesisLab, is an open-science initiative for research, development, and education in
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4. Acknowledgements
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1126/scirobotics.aay7120. [31] F. Doshi-Velez and B. Kim, Towards a rigorous science of interpretable machine learning, 2017. arXiv: 1702 . 08608 [stat.ML]. [32]S. Suran, V. Pattanaik, and D. Draheim, “Frameworks for collective intelligence: A systematic literature review,” ACM Computing Surveys (CSUR), vol. 53, pp. 1–36, Feb. 2020. DOI: 10.1145/3368986. [33]Earthy, generative design for earth and masonry architecture, msc3 design studio 2019-20, 2020. DOI: 10.5281/ZENODO. 4297469. [Online]. Available: https : / / github. com / Pirouz -Nourian/earthy 19. [34]Earthy, generative design for earth and masonry architecture, msc3 design studio 2020-21, 2020. DOI: 10.5281/ZENODO. 4297471. [Online].
Available: https : / / github. com / Pirouz -Nourian/earthy 20. [35]Spatial computing: Computational design studio, bsc minor studio: 2020-21, 2021. DOI: 10 . 5281 / ZENODO . 4573290.[Online]. Available: https : / / github . com / Pirouz - Nourian /Spatial Computing Design Studio20. [36] P. Nourian,Configraphics: Graph Theoretical Methods forDesign and Analysis of Spatial Configurations, en. 2016,ISBN:978-94-6186-720-9. [37] R. Oval, "Topology finding of patterns for structural design,"Ph.D. dissertation, Ecole des Ponts - ParisTech, Paris, Dec.2019. [Online]. Available: https : / / block . arch . ethz . ch / brg /publications/1042. [38] A. J. Quinn and B. B. Bederson, "Human computation," inProceedings of the 2011 annual conference on Human factorsin computing systems - CHI '11, ACM Press, 2011.DOI:10.1145/1978942.1979148. [Online]. Available: https://doi. org/10.1145/1978942.1979148.
Graduate
[30] D. Gunning, M. Stefik, J. Choi, T. Miller, S. Stumpf, and G.-Z. Yang, “XAI— explainable artificial intelligence,” Science Robotics, vol. 4, no. 37, eaay7120, Dec. 2019. DOI: 10.1126/scirobotics.aay7120. [Online]. Available: https://doi.org/10.
Shervin Azadi is a researcher at Design Informatics Chair in TU Delft. His main interest lies at understanding the complexities of spatial design problems with regards to multiple actors and criteria involved. Shervin has developed algorithms and tool-sets such as [topoGenesis](https://topogenesis. readthedocs.io) and [emergentium.io](https://emergentium.io/) for spatial analysis and simulations. Nevertheless, his current research investigates the potentials of a mathematical/computational formulation of the spatial design process as a series of decision-making processes, providing for collaboration of natural and artificial intelligence in face of spatial design problems. ir. Shervin Azadi Pirouz Nourian is an Assistant Professor of Design Informatics at TU Delft, the Netherlands. Pirouz has a PhD in Design Informatics (2016), an MSc in Architecture (2009), and a BSc in Electrical Engineering, with a major in Control Systems Engineering (2004). He develops mathematical methods and software applications for design and assessment in the fields of Architecture and Built Environment. Particularly, he researches and develops methods for generative design and spatial computing (geometrical, topological, and graph theoretical computing). In addition, he teaches computational design and procedural 3D modelling in MSc Architecture, MSc Geomatics, and MSc Building Technology at TU Delft. Dr. Pirouz Nourian
16
www.abt.eu
Image © Ossip van Duivenbode
Building ambitions Do you want to work on leading projects in an organization where development and innovation are of paramount importance? Together with our customers and partners we develop the buildings of the future! We work on projects that matter. Think of the Boijmans van Beuningen Depot, where we calculated the optimal technical shape of the reflective facade. For House of Delft our integral team was able to realize a solid, preliminary design in three months’ time. Knowledge development What characterizes us is our curiosity, our eagerness to learn and our passion for technology. ABT invests in knowledge development and innovation. Building envelope engineering, BIM, concept development, computational design, refurbishment, parametric design and AR: we apply it all in our projects.
Building zero impact With all the engineering disciplines under one roof, ABT can offer - through our integrated design approach - an optimal mix of sustainability measures in the field of energy, water and materials. The result is a healthy building for the user. Working at ABT? Looking for a challenging internship or graduation assignment? Or ready for your first step after your graduation? We are happy to get to know you and curious to see if you are the perfect fit for our team in Delft, Enschede or Velp (Gld.). Find our current internships, graduation topics and vacancies at werkenbijabt.eu. We look forward to your application.
Figure 1. Rendered solutions from the user-defined percentages approach
Graduate
Gameplay with encoded architectural tile sets Eleni Chasioti, The Bartlett - University College of London. Our physical surroundings play a significant role in our everyday experiences, encourages certain behavior and affects us both physically and psychologically. Similarly, the virtual world of a video game is driven by “real-world” principles and sometimes simulates many physical limitations. Architecture is usually the scaffolding that allows a game’s narrative to evolve, it orchestrates the actions, provokes the player and helps to create the necessary atmosphere.
19
76 | Generative Design
The need for detailed and time efficient content
design using the Wave Function Collapse algorithm”, I
generation in games has promoted research that can
explore the utility of a relatively new algorithm called
be proven useful outside of the gaming realm. The
Wave Function Collapse (WFC). WFC is a procedural,
automation of repetitive design tasks, the encoding of
constraint solving algorithm developed by Max Gumin
design principles as well as the exploration of design
(Gumin, 2015) that gained a lot of traction in the gaming
variations are common in both gaming and architectural
community. The goal of the algorithm is to generate
projects.
new images in the style of a given example image while preserving local similarities. The algorithm ensures
So, what if the game and architectural industries have
that every smaller patch in the input image will exist
much more to learn from each other? And what if content
somewhere in the output image.
generation algorithms for games can propose new approaches to generative design?
In simple terms, it performs the following steps: 1. It extracts patches of a defined size from the input image.
Background In my thesis, titled: “Gameplay with encoded architectural tilesets: A computational framework for building massing
2. It converts the patches into indices to make neighborhood constraints checking faster. 3. Starting from a random location in the output image,
Figure 2. Image generation using the Wave Function Collapse algorithm (Gumin, 2015)
20
Graduate Figure 3. The process of going from an input to a tile set.
it places a randomly selected patch from the input
Texture synthesis algorithms work mostly in 2D using
image. Then, it incrementally builds up the output
pixels to generate or complete images. Generating high
image based on inferred relationships between
resolution textures is an integral task when designing
patches.
digital gaming environments, characters etc.
Procedural Content Generation (PCG) is the automated
Computational Framework
production of different media, media that is usually
The dissertation focused on the implementation of
designated for human production, such as poetry,
the WFC algorithm in 3D and the development of a
paintings, music, architectural drawings etc. Content
computational framework to test the potential of the
generation for video games demands a lot of manual
algorithm in design massing. The implementation was
labor; it is considered one of the main costs in video
developed as a Grasshopper (a visual node-based
game development. With PCG the cost is reduced by
scripting environment) plug-in inside Rhino (a 3D
generating content algorithmically, which demands less
computer aided design application).
human contribution (Barriga, 2019).
The proposed computational framework envisions a
The task of generating images based on an example,
process where designers can augment their design
generally describes the objectives of a wide research
proposals by providing the tool with an example. The
area popularized in the 80’s, called texture synthesis.
tool then would attempt to do the following:
21
76 | Generative Design
Figure 4. Encoding a tile into a unique numerical representation capturing mainly the state on the peripheries.
1. Segment the example, creating a tile set. 2. Encode
each
tile
into
a
unique
The WFC starts with random initialization and in case it numerical
fails to produce an output, it automatically restarts (non-
representation. In addition, this step facilitates the
backtracking WFC). The algorithm is adapted to work
detection of unique tiles in the example.
with the information provided from the encoding step,
3. The WFC algorithm reads the encoded input, infers
which is a unique representation of input meshes that
relationships and neighborhood constraints and
takes into consideration connections on the peripheries
produces an encoded output.
of the tile. The output of the algorithm is later de-
4. A decoding step that deserializes the WFC output and converts it back to tiles.
22
serialized and matched back to the input meshed tile set.
That is based on the idea that designers subconsciously
voxel grid around the input model, which is used to divide
and intuitively use complex relationship constraints
the input to individual mesh tiles. In cases where the input
to create a design example. In a sense, this step is
model is already divided into tiles, the first segmentation
attempting to decode designers’ intent and encoding it
step is skipped, and the tiled input is directly used in the
into a representation that the WFC algorithm can deal
encoding process. After segmentation, the resulting
with. After all the voxels and their enclosed geometries
mesh tiles and their respective voxel exclosures can be
are serialized, this new representation is passed to the
used in the next step.
WFC algorithm.
The next step, encoding, attempts to bring the example
Internally, the algorithm constructs a 3D representation
driven content generation process (that is usually used
of the input where voxels are used as placeholders for
when dealing with images) to working with 3D tile
the tiles, indicating where a tile exists or not in a specific
sets. The usual method followed when using 3D tile
{x,y,z} position in the example space. Each voxel’s
sets forces the user to define manually for each face
identity (a number associated with its position and
of a given tile, which faces on all other tiles it can be
the encoded representation) is related to all the other
connected to, this adds an extra layer of manual labor for
voxels. The WFC infers all the neighborhood patterns
the designer that can impede their creative design flow.
based on a defined neighborhood size and creates a 3D
The proposed encoding process identifies the unique
output using this knowledge, making sure that no tile
states of connectivity of the tiles provided.
ever appears in a neighborhood where it wasn’t observed
Graduate
The segmentation process involves the creation of a
before in the input.
Figure 5. Tile set with constrained balcony - house relationships
23
76 | Generative Design
Results To evaluate the utility of this computational framework in the architectural design process different tests were attempted, drawing from tasks or constraints that designers usually face in their design process. The first explorations were focused on the trait of directionality and how well would it be respected in the output models. Based on an input example model of small size (4 x 4 x 4 voxel space) with specific façade restrictions, a series of output models from the WFC algorithm were produced to evaluate how well it would scale-up (for example 3 x 4 x 12 voxel space) in terms of consistency, variability and flexibility. The algorithm proved capable of preserving the directionality of the input and managed to generate a variety of output models with different sizes. Figure 6. Model generation with facade constraints
Figure 7.Input and output models with user-defined probabilities
24
when taking issues like structural validity, environmental
specific percentage of each space type within their
performance, cost and others into consideration. In this
design. The following test, focused on varying the
case the algorithm was extended to take as an input with
implementation of the original algorithm, overriding the
each tile a number, this number can represent a metric
probabilities inferred from the input model. One of the
for any of the issues mentioned earlier. For this test the
essential pieces of information extracted from the input
value chosen was the tile’s volume and the objective was
is the probability of a specific tile occurring. In this case
once minimizing then later maximizing the total building
the algorithm was tested with user defined probabilities
volume. Altering the decision making process of the
instead of the ones observed in the input. Based on the
algorithm to incorporate this new requirement, led to
results it was concluded that the algorithm is able to
the algorithm indeed being able to produce successful
work with user defined probabilities. However, being a
results based on user-defined objectives.
Graduate
Sometimes designers are tasked with achieving a
constraint solving algorithm it cannot guarantee that the results will always satisfy the user’s input.
The Wave Function Collapse algorithm shows promise as a tool for early stage architectural design, especially
Finally, an additional piece of information was introduced.
when the stochastic nature of its decision making
In this scenario, the algorithm was asked to minimize or
process gets constrained and directed to serve defined
maximize a value associated with the input model by
design goals. A future research point of interest is
changing its decision when it comes to tile placement,
exploring the combination of
again a feat designers try to undertake in their process
learning techniques operating at the decisional level of
WFC with machine
Figure 8.Tileset with volume percentages
25
Graduate
the algorithm. By integrating an AI system in the decision making the stochastic nature of the algorithm could be limited and instead different design-oriented goals could be introduced. Conlusions The extensive use of computational design tools in architecture is already a reality. Incorporating algorithms and processes from different research fields opens new paths of design explorations and promotes novelty and creativity. By developing our own tools and optimizing our workflows we can improve both the design process and the outputs. Such interdisciplinary opportunities should be seen as means to strengthen the role of the architect and an opportunity to combine systematic algorithmic thinking with the creative and intuitive nature Figure 9. Input and output models with minimization/ maximization of volume goals.
of architecture. References [1] Barriga, N. A. (2019). A Short Introduction to Procedural Content Generation Algorithms for Video Games. International Journal on Artificial Intelligence Tools, 28 (02), 1930001. https://doi.org/10.1142/S021821301930001 [2] Gumin, M. (2015). WaveFunctionCollapse. Retrieved June 2, 2020, from https://github.com/mxgmn/WaveFunctionCollapse
Eleni’s interest in parametric design and design automation started during her undergraduate studies as an architect back in Greece. She has been mainly concerned with improving the designing process with the integration of algorithmic approaches. Eleni graduated from The Bartlett - University College of London, after pursuing her MSc in Architectural Computation. Her current role is a Computational Designer in the Creative Technologies team at Bryden Wood, where she explores how technology can improve the tools used in the architectural design process. Her thesis at Bartlett looked at utilizing creative, intuitive ways of augmenting the traditional design process and automating the generation of architectural models through the application of constraint solving and example Eleni Chasioti
based generative algorithms. 26
606 Universal Shelving System 27 620 Chair Programme 621 Table
Figure 1. Project site view
Company
Generative design as a service On generative design and experiments with AI at OMRT Divyae Mittal and Ondrej Vesely, OMRT
About OMRT At OMRT we are enthusiastic about using computational tools to make designers' lives easier. Our company is a fast growing startup founded by two TU Delft alumni in 2018 after being disappointed by the inefficiency of the tools used in the AEC project development. We help our clients get more insight into their projects using computational analysis and integrate tailor-made digital tools into their workflow. Case study project Our expertise is utilized on diverse projects of built environment. One such project is Lumiere Towers in Rotterdam, where OMRT was brought on board to assess the environmental impact of the tower to its surroundings. The assessment included analyses like sunlight hours, shadow impact and wind studies. The project demanded tight requirements for each of the above analyses, as per the standards set by Municipality of Rotterdam under the High Rise Vision 2019. The studies included the impact of new towers including The Lumiere, Post, Rise and ASR Projects, which would be each higher than 150 metres. We solved the challenge by studying the impact of new towers around Hofplein using generative design driving the exploration of various performance indicators.
29
76 | Generative Design
Figure 2: Structure and program layouts generated for various building and circulation types
Generative design
allows us to quickly explore the possibilities of any site
Almost all our projects are driven by generative design.
in the Netherlands.
For the clients, the ability to generate multiple variants, options that they wouldn’t think of or wouldn't have time
As consultants, we often also join in on the projects that
and resources to try out, is why they approach us. It allows
are already past the initial design stage. These cases
them to make the right decisions in the earliest stages
are always interesting, because we still want to be able
of the project development. This not only improves the
to consider as many solutions as possible, while being
performance but also saves on the cost of the building.
limited by the boundary conditions set by the already made design decisions.
For us the best case scenario, as was the case of
30
Lumiere, is to be present in the project right from the
Take for example automated floor plan generation. You
start. Then we can really focus on questions that have
can generate a completely random floor plan without
the highest design impact, such as the relationship
much of a challenge. But the ability to generate floor
between the massing and the site. We develop our own
plans that adapt to any requirements put by the client,
tool, Ostate, which is linked to databases such as dutch
whether it’s just the irregular building shape, or the exact
zoning regulations, cadastral plots or 3D city models and
type of circulation and size of each room, is what enables
Company Figure 3: Decision impact throughout project’s life-span
us to use our tools in actual, real life projects.
Cloud
Architects often identify generative design methods with
We run a lot of the analysis in the cloud, running Amazon
experimental, out-of-this world looking designs. But for
and Azure servers that do the heavy load for us when we
us, the potential lies in applying it to the most mundane
need them. We build the solutions to integrate everything
things. As designers, we want to spend as much time
into ie. Grasshopper, so we can just upload a study
as possible on the actual design, not finessing layout
that needs to be done from there and continue working
details. That is probably why for example our parking
without waiting for the computation to be finished.
generator is something that clients immediately get excited about. Let them spend less time figuring out how
Smart solvers
to squeeze that one extra parking space in and more time
Industry standard engines like OpenFOAM for CFD are
for making decisions that really matter.
great for final validation of the design, but come with a large performance cost. Inhouse we use FFD (fast fluid
Massive simulation runs
dynamics) to filter the design options before dedicating
Our design studies often require us to do runs of
all that computation power that CFD demands. FFD
hundreds of variants, with the engineer still working
solvers come from the world of real time computing (game
on the project in parallel. What you don’t want to do, is
engines etc.), and are fast thanks to only approximating
to block his machine for the whole day by doing just a
more of the real fluid phenomena. But luckily we do have
couple of simulation runs. Luckily we have a couple of
some people with actual physics degrees on the team
tricks up our sleeve that allow us to cut down the down-
to keep the inaccuracies in check. The Lumiere project
time of waiting for the results.
extensively relied on the combinations of CFD and FFD computation algorithms to create fast results for the client. 31
76 | Generative Design Figure 4: edges2cats[2] and our own daylight prediction model
Figure 5: Ostate urban massing tool
AI
The dashboard, powered with useful statistical charts
A research topic of ours is how we can apply AI models
such as parallel coordinate charts, performance filters
to predict the results of simulations without actually
and sorting capabilities allows for quick comparison of
running them. One of the promising methods, pioneered
different options and swift decision making.
in the AEC by the Theodore Galanos[1] in 2019, is the use of GAN (generative adversarial network) to predict the
Conclusion
image to image mapping of the design and performance.
As computation nerds we all are at OMRT, we hate
This allows for cutting down the computation time by
wasting time being stuck using inefficient workflows.
orders of magnitude (eg. a wind study in milliseconds).
Our chain of digital tools, from generative algorithms to
We can apply this to daylight, wind, shadow or any kind
ability to analyze and compare large numbers of design
of performance simulation that you can map into 2D
options within tight project timelines, allows us to deliver
image space, but we also experiment we using GAN for
design insight to our clients in days, instead of months.
ie. footprint generation. References Presentation Last but the most crucial step of our process is presenting the results comprehensively in the design dashboard. The strength of generative design lies in exploring different options that computational engines can generate within the given restrictions. Thus, the model generates a huge amount of data which is key to decision making in picking the best design option of the lot. We present the data to different stakeholders in a dashboard with intuitive UI. 32
[1] Chronis, A et al., 2020. INFRARED: An Intelligent Framework for Resilient Design. 25th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2020), August 5-6, 2020 [2] Christopher Hesse, 2017. edges2cats. https://affinelayer.com/pixsrv/.
Company Figure 6. Project dashboard for the Lumiere projects
Divyae is an all-round developer at OMRT. He is interested in improving user experiences in the built environment through the use of digital technologies. He graduated in architecture from IIT Roorkee, India followed by the Master’s in Building Technology from TU Delft.
Divyae Mittal
Ondrej is a computational developer at OMRT. He has international experience in applying generative design and machine learning to urban design projects. After completing his Architecture BSc in Czech Republic and Germany, he worked as a researcher in Austria. Currently he is finishing his graduate degree in Urbanism and Geomatics at TU Delft.
Ondrej Vesely 33
Academic
In pursuit of deep architectural design Pedro Veloso, Jinmo Rhee, Carnegie Mellon University CRAIDL In the Summer of 2020, a group of graduate students from the computational design program at Carnegie Mellon University with the support of their advisors decided to create CRAIDL, a group dedicated to creative research in Artificial Intelligence (AI). This initiative was not so much a beginning, but a formalization of the collaborative work in creative AI that the members have been developing over the last few years, often together or with researchers from other departments. Consequently, CRAIDL emerged with a consolidated set of research publications and prototypes developed by four designers with a solid foundation in Deep Learning. This group has been developing research prototypes in domains such as Generative Models (GM), Natural Language Processing (NLP), Reinforcement Learning (RL), and Deep Learning (DL). The prototypes vary in objective from robotic painting to multimodal learning for art. The research and prototypes of CRAIDL reflect a common understanding that the current wave of AI will lead to structural changes for creative practices in art, design, engineering, and architecture. At CRAIDL, We understand that designers are crucial for shaping future AI-based practices and so we strategically focus on interdisciplinary work and design experimentation.
35
76 | Generative Design
Generative Design In this article we will focus on a branch of the work of CRAIDL that addresses generative design in the context of architectural configuration. Generative design is an indirect method of design where the designer employs models that embed some form of decision-making, such as instructions or behaviors, to generate design alternatives. With the current technology, this generation typically relies on a parametric structure, rules, or other mechanisms that are explicitly defined by the designer. However, designers do not always have access to the rationale necessary to create certain types of design. Not surprisingly, designers conventionally rely on their experience and intuition to generate good design solutions instead of looking for explicit design logic. This is where Deep Learning comes into play. DL is the field of AI concerned with using some experience, such as data or simulation, to make a certain model (usually neural networks with multiple layers) learn a specific task. In the case of generative design, we are interested implicit design rationale into our design process.
Figure 1: An Academy of Spatial Agents: agents reacting to randomness and creating a layout of a house in two different environments
Architectural design is a complex activity that addresses
This type of interaction is common in agent-based
wicked problems, so we consider it fundamental to
models, where computational agents interact in a shared
explore the relationships among different design aspects
environment over time in a simulation. The problem is that
that can benefit from DL. In this paper, we will introduce
existing agent-based models are developed for tasks
two projects that tackle distinct facets of design: An
or phenomena outside of the domain of architectural
Academy of Spatial Agents and Deeprise.
design; it is not straightforward how to adapt those
in training neural networks to incorporate an alien or
models to generate feasible spatial representations.
36
An Academy of Spatial Agents
To address this issue, we created a custom, agent-
In an Academy of Spatial Agents, we explore workflows
based model tailored for the generation of architectural
that support fine-grained and real-time interactions
configurations, using Reinforcement Learning as a
between designers and the generative design process.
virtual academy where we can create and train agents to
As a result, we built an agent-based model to support
In the first prototype of the Academy of Spatial Agents,
real-time spatial exploration. The backend of this
we used a grid representation for states and actions.
model is the policy/behavior learned by the agent during
The agents are polyominoes that represent spatial
training. The frontend is a game-engine, where the
boundaries. They can select cells to expand and retract,
designer can control not only the goal parameters but
which are the building blocks that the agents use to
also the configurations of the agents and environment.
develop more complex moves such as reshaping,
Furthermore, a parametric model is integrated into
moving, or jumping over another agent. Also, these
the game-engine to enable additional control over the
building blocks enable a step-by-step generation that
spatial and constructive elements (windows, walls,
produces partial representations and supports human
etc.).
intervention.
For the example shown in the accompanying images,
Using Reinforcement Learning, the agents are trained
we use 12 agents to represent the design of a house in
in a simulation where they interact with the environment
two different environments. The designer can intervene
and learn to select actions to maximize a cumulative
in the configuration over time, so the agents must react
reward signal defined by the designer. In other words, the
and look for proper spatial configurations. This results in
designer defines what the agents should do by defining
a trajectory where the agents generate multiple layouts
rewards and the agents learn how to do it by exploring
by locally changing their configuration.
possible actions in the simulation. We trained agents
Overall, the real-time interactions with the model enable
on random environments with parameterized rewards
designers to influence the design space exploration,
for areas, adjacencies, and types of room shapes. This
learn with partial representations, and restructure the
can potentially be extended with other goals, such as
design problem according to new insights.
Academic
address certain goals.
preferences, environmental considerations, and spatial metrics. The agent should learn how to properly behave
Deeprise
in different environments, facing different obstacles,
Deeprise is an investigation of generative design
and with different goal parameters.
based on building morphology. The challenge here is
Figure 2: An Academy of Spatial Agents: interaction using a game engine and parametric modeling
37
76 | Generative Design
to analyze a vast repertoire of building precedents and use the acquired knowledge to explore morphological variations. Typically, high-rise buildings are classified according to features, such as tower shape, base, circulation core, or architectural styles. However, when the analysis considers a large database of buildings, it becomes hard for a human to properly identify recurrent features and define dominant types. Deeprise addresses this challenge using 3 steps: data collection and preprocessing, training, and design application. We
automated
the
process
of
scraping
three-
dimensional models of buildings between 70 to 120 meters of height from OSM (Open Street Map). This resulted in 4,956 high-rise buildings formatted as three-dimensional OBJ models. In order to adapt the 3D representations for wellestablished
computer
convolutional
neural
vision
networks,
techniques we
opted
and for
a
“tomographic representation” of the buildings. Each building is sliced horizontally using the 3m standard Figure 3: An Academy of Spatial Agents: one of the layouts generated in the simulation
4,596 Highrise Building 3D models
floor-to-floor height adopted in OSM, which results in sixteen figure-ground diagrams of 256x256 pixels.
Data, Shape = [4596, 256, 256] A Building Tensor = [16, 256, 256] Figure 4: Deeprise: dataset
38
Academic Figure 5: Deeprise: high-rise building design using interpolation
39
76 | Generative Design
We organized the slices into three groups based on the
the input and generates the slices of a building as its
range of their relative heights (i.e. 0-33%, 33-66%, 60-
output. The discriminator is trained to distinguish the
100%) and sampled them to represent the three parts of
buildings that are retrieved from the dataset from the
the building: podium, midsection, and spire.
ones artificially created by the generator.
We trained a specific Generative Model (IntroVAE) that
After training, the designer can interact with the
merges the qualities of variational autoencoders and
generator, exploring the latent space as the design input
Generative Adversarial Networks (GANs). This model is
(like the input parameters of a parametric model). By
composed of two parts: a generator and a discriminator,
assigning different values to this vector, the generator will
which are trained jointly using a game-theoretic
synthesize new buildings with consistent morphological
approach. The generator learns how to synthesize
features. It is also possible to use the position of different
buildings that seem to belong to our dataset. It uses a
buildings in the latent space to explore interpolations or
compressed representation called a latent vector as
hybrids using basic vector algebra.
Figure 6: Deeprise: design example
40
novel 3D Deep Learning models and to other building types.
in real-time with trained spatial agents to explore architectural configurations. Deeprise takes the use of precedents to an extreme where the design of new building forms is informed by features learned from
Future of co-creation with AI Design is a communication-intensive and collaborative activity that involves many aspects of creativity, space, and human interaction. The projects above position technology not as a goal or curiosity but as a platform for human-machine collaborations that can target some of
Academic
In the future, we intend to extend this investigation to
thousands of existing high-rise buildings. Between interactive generation and precedent-analysis, both projects address the potential of Deep Learning as a method to infer Generative Models and build workflows for design exploration and co-creation with AI.
these aspects of design. An Academy of Spatial Agents investigates a scenario where designers can interact
Pedro Veloso, one of the founding members of CRAIDL, is a computational designer, architect, and educator interested in the integration of design with ideas from cybernetics and Artificial Intelligence. As a PhD-CD candidate at Carnegie Mellon University, he is developing intelligent and interactive agents for architectural composition using Reinforcement Learning. His current teaching and research interests concern generative strategies for creative and sustainable practices, with a particular focus on models that rely on data and experience. Pedro Veloso
Jinmo Rhee, CRAIDL founding member, a PhD-CD student, a graduate instructor, and studio tutor at Carnegie Mellon University, applies Artificial Intelligence to architectural and urban design, combining his background as a computational designer and architect. Currently, he is studying and researching architectural typology and urban morphology using generative systems and Artificial Intelligence models to discover complex and latent features of forms according to their physical and social context.
Jinmo Rhee
41
Company
Generative Design with Hypar By Anthony Hauck, Andrew Heumann, and Tyler Goss
Since automated computation became practical more than 50 years ago, professional expertise has become increasingly automated. Codified standards, regulatory frameworks, and statistical analyses have led to services such as WebMD and RocketLawyer, respectively providing common medical and legal advice once confined to human interactions. Neither the medical nor legal professions have vanished, but now many people who had little access to such professional expertise can proceed with more confidence in automated professional expertise superior to previously available advice.
However, with exceptions mostly occurring in academia, until recently software used in the building industry has largely focused on supporting manual accounting (tracking the source and responsibilities of Requests for Information, Field Bulletins, and the like) and the otherwise manual production of specifications and construction drawing packages. By investing in software to support conventional instruments of service, the software industry distracted building professionals from the work in the 1960s and 1970s that focused on automating architectural expertise to produce viable solutions. The revival of this work in recent years has led to practices commonly referred to as "generative design".
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76 | Generative Design
In an effort to bring some rigor to discussions of
two from Hypar and Marco Juliani of CallisonRTKL
generative design and its application to building practice,
independently contributed "Functions" to the Hypar
in April 2018 Hypar offered a short article defining
Explore web environment at widely different times,
the term independently of supporting technologies
relying on a common open-source and extensible library
and techniques: "Generative design is the automated
of digital building "Elements" for compatibility. When
algorithmic combination of goals and constraints to
combined into a Hypar "Workflow" in Explore the resulting
reveal solutions." Lately the company has increasingly
functions in combination produce alternate dispositions
focused on the "constraints" aspect of the definition
of program requirements and their comprising units.
as not only lending a necessary determinism to some
The functions comprising the Workflow permit varying
algorithms (i.e., we're building a stadium, not a hospital)
degrees of designer constraint, from relatively freeform
but also as a key avenue for designer participation in
drawing of site boundary and placement of major building
crafting solutions.
masses to setting a number of constraints on the creation of results. By further mapping selected inputs across
The built environment is a collaborative artifact
numerical ranges, each function produces multiple
embodying expertise from many sources. Procedural and
options in parallel, supporting an extensive exploration
artificial building intelligence is now a practical addition to the orchestration producing buildings. Taking as our model the typical collaborative relationship between multiple teams to produce a building, Hypar supports
Scan to See the video for Procedural massing on HYPAR
similar collaborative contributions from multiple sources to produce results. In this first example, three authors,
Figure 1. Procedural Massing A
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Figure 2. Procedural Massing B
subdivided and split, and programs assigned to specific zones. Spatial assignments operate as constraints on
design, and construction methods.
subsequent generative procedures, acknowledging
combinatory
possibilities
with
Company
accompanying
statistics to support decisions concerning budgeting,
of
and preserving the building professional's intervention In a second example, a different set of combined
within the context of multiple options.
functions supports office test fit design and exploration.
Selected or generated zones are then processed in
Office test fits help evaluate the suitability of a building
parallel by a series of space layout routines, each
or floor for a tenant's office needs, essential to proposing
responsible for creating realistic furniture arrangements
and negotiating a lease. Developing a test fit can be
for each space derived from an ingested catalog of
a laborious process with a slow turnaround, requiring
furniture manufacturer offerings. Each program type
several iterations of changes and redesign work.
references a catalog of known spatial arrangements to
Developers and potential tenants of commercial space
suit spaces of different sizes and shapes, which each
may have trouble visualizing the experiential effects of
layout function adapts to the spaces generated by the
design and construction choices when reviewing a two-
zone planner. Resulting layouts can be readily exported
dimensional plan.
to other environments for elaboration into detailed documentation or shared via the web as a basis for
Hypar's office test fit planner makes it possible to produce a test fit in minutes, rather than days, through an "augmented design" interface that combines fast digital sketching with fluid layout automation. The resulting
Scan to See the video for Office Design test fits on HYPAR
space configuration appears as both as a schematic diagram and a detailed three-dimensional model, as well as quantifications which may influence final design, construction, and scheduling decisions. In this Hypar "Workflow", a high-level interactive "zone planner" allows the building professional to quickly generate a space distribution, with circulation routes and program zones created in seconds according to common schemes of spatial subdivision derived from typical horizontal circulation and exiting requirements. The automatically generated zones can be adjusted through direct user manipulation: corridors can be dragged, zones Figure 3. Office Design
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76 | Generative Design
further dialog and decisions concerning the design and
•To model accurate structures, Hypar needed to deliver
construction of the office interior.
standard Japanese profiles for hollow steel columns and
In a final example, Obayashi Construction, a strategic
I-section beams. We encoded these profiles into the
investor in Hypar, approached the team with an
platform, making them available not only to Obayashi
interesting challenge to generate commercially and
but to any future workflow by any Hypar user.
legally viable commercial tower designs on sites in Tokyo. Given a site and a limited set of input criteria,
•To accurately place core elements like elevators,
could Hypar not only find a solution but use its generative
bathrooms, and egress stairs, we needed to understand
design capabilities to find the best solution for that site?
not only the common rules and obligatory regulations that govern their sizes but the how they interact with
Our process consulting into such scenarios is straight-
each other and with the rentable areas of the building.
forward. First, we tested the platform's current
Relying on both supplied references and designer
capabilities against the client's problem. After opening
expertise, we created generative functions that solve
Hypar and crafting a workflow, we had a working
this multivariable optimization problem for the building
prototype that could generate steel structure, floors,
professional, who supplies the gross positioning of the
and rudimentary curtain wall and service core systems
building's service core within its construction envelope
within a few minutes.
as an initial constraint.
Next, we needed to identify the limits of the current
In composing and abstracting this regional expertise,
platform. We quickly realized that given an internal
we discovered that by encoding additional building
team of American architects and engineers and current
intelligence
customers largely drawn from North America and
structural grids, levels, and other project measurements,
Europe, the expertise embedded in the existing Hypar
we could facilitate deeper analysis of the building and
function library was largely oriented to North America and
generate much more realistic and accurate designs. The
European standards. The team undertook development
result was a function that creates volumes referred to in
efforts to rectify the lack of captured expertise in
context as "bays" by placing vertices at each grid/level
Japanese building regulations and requirements:
intersection to locate relevant building components at
within
such
construction
datums
as
those intersections. Any object placed within this spatial
46
•To generate viable commercial towers, Hypar needed
framework inherits a significant amount of data about its
to understand Tokyo's zoning laws, so the team built a
location in the building, its role was in the larger context
function modeling the bulk and massing requirements of
of its system, and its relationship to neighboring objects
the city's various prefectures.
and affected systems.
fraction of the proposals now available to the Obayashi
steps, the effort to encode Obayashi's expertise into new
design and construction teams.
Functions comprising an effective Workflow required nearly three months before the first viable building was
Work to refine and improve the quality of these results
generated.
continues, and we look forward to bringing this approach
Company
Initially a laborious process through readily apparent
to a variety of building professionals and sectors seeking However, leveraging the encoded expertise to review
to leverage scalable computation and automated
multiple viable proposals for an arbitrary site in Tokyo
expertise to expand and enhance their capacity and
now requires less than five minutes of a building
practices to deliver a better built environment.
professional's time, where one or two days might have been previously expended to produce and explore a
Figure 4. Tokyo Midrise Tower
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With more than 20 years’ experience in architecture, engineering, construction, and IT, followed by 10 years at Autodesk as the Director of
Company
Co-Founder, COO, Hypar
Product Management for Revit and the Director of Product Strategy for AEC Generative Design, Anthony has always sought to improve building practices through the strategic application of advanced technologies. He has taught and presented on generative design numerous times at Autodesk University, Revit Technology Conferences, BILT conferences, and the 2017 CTBUH conference. As co-founder and COO of Hypar, he seeks to Anthony Hauck
accelerate advancement in AEC by providing a scalable cloud platform for computational AEC tools. Software Engineer, Hypar Andrew is a software developer at Hypar, with a passion for building the next generation of software tools for designers. He has previously worked as an automation researcher at WeWork, and before that as an architectural designer at Woods Bagot and NBBJ architects. He has written more than 20 plug-ins for 3D modeling software like Rhino and Revit, including the popular "Human" and "Human UI" plugins for Grasshopper. Andrew has studied both architecture and computer science, and has lectured and taught seminars at Columbia GSAPP, Yale University, Princeton University,
Andrew Heumann
and the California College of the Arts. Product Manager Tyler is a registered architect with nearly two decades of experience across all phases of building design, construction, and operations. In this time, he has built world-class design and VDC teams, transformed workflows and built innovative technologies for some of the largest builders and owners in the world (including SHoP Architects, Turner Construction, WeWork, and Walt Disney Imagineering), and been a public advocate for the thoughtful integration of technology in the business of shaping our built environment. He lives in Oakland, California with his wife, children, and approximately 17 bicycles.
Tyler Goss
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Academic
e
shaping facades | shaping infrastructure | shaping cities 49
projects@sorba.com
www.sorba.com
Werkstadt Grasbrook ©MVRDV
Interview
The NEXT Steps in Design
An Interview with Sanne van der Burgh and Leo Stuckardt from MVRDV NEXT Sarah Hoogenboom, Tim Schumann and Aditya Soman
NEXT invents and implements computational workflows within the renowned architecture studio MVRDV. With a mix of project-based work and research, MVRDV NEXT develops new applications of rationalisation, automation and experimentation in architecture. In 2019 they designed for an urban design competition a completely new tool to perform an urban participatory process: the Grasbrook Maker. In an exclusive interview with Rumoer, Sanne van der Burgh and Leo Stuckardt give us insights into the workflow at NEXT, the Grasbrook Maker and the future of Generative Design.
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Rumoer: Can you talk a bit about why and how MVRDV
everything, we'd be incredibly busy. Fortunately, while
NEXT was established?
we work [on projects], we develop our own knowledge base of specific MVRDV tools and components. The more
Sanne van der Burgh: The [MVRDV] office saw the
we work on these projects, the larger our knowledge
potential of a new way of working and decided to
base becomes. At the same time, we are also a Help
invest in new technologies within the firm. We saw an
Desk, where we educate and train our colleagues. So
opportunity to start a specialist group within the office
not only do we become more knowledgeable and we
that we decided to call NEXT. NEXT is an abbreviation
expand our knowledge base, but during the, let's say,
for New EXperimental Technologies. And Leo and I set
the journey, our colleagues learn more and become more
that up around 4 years ago. Currently we are a group
independent and aware of what's possible and where to
of five people specializing in the development and
find it and how to use it. So, there's actually a constant
implementation of computational workflows within
evolution of not only deepening our knowledge, but also
the office. We gradually grew into a fully established,
of our colleagues, strengthening their core of what's
specialized unit where data and design are closely linked
possible.
together. And these methodologies are actually at the roots of MVRDV, where we strive to make data driven
Leo Stuckardt: When we started NEXT, the ability
design.
to script was still quite an uncommon skill amongst architects. Of course, we see that this is increasingly
Leo Stuckardt: To add to that, all five of us at MVRDV
becoming a standard part of an architect’s education
NEXT have a background as architects and share a
and most of the young staff at MVRDV is to some extend
fascination for computational design in architecture. But
familiar with computational design. Because of this, the
the second reason why MVRDV NEXT was established
NEXT team supports projects mainly with more specific
is that we acknowledged the rapid shifts within the
or complex computational design questions and design
A.E.C. industry towards digital tooling, global real-time
tasks. In addition, we also do standalone research
collaboration and performance evaluation.
projects that develop these tools further and develop our own libraries of computational tools for future projects.
Rumoer: Is computational design strictly coming from the NEXT group or are there additional departments that
Rumoer: To what extent is generative design used in
utilize computational design? How do you deal with big
projects and in what stage of the design process?
projects? Leo Stuckardt: Generative design is a very broad
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Sanne van der Burgh: MVRDV is a company of almost
term, so I think in some form or another we use it in all
two hundred and eighty people, so if NEXT would do
stages, from concept design to execution and also
kind of Software 2.0 and particularly machine learning
Generally speaking, generative design is more suitable
within the [architecture] practice. Yet so far, we have
to some tasks than to others and financial relevance is of
mostly only experimented with A.I. through computer
course also an important criterium, since it justifies the
vision networks for object detection in satellite and street
development of these tools in the first place. So, I think
view data. We have also played a bit with generative
that one of the applications with which we started are
adversarial networks (GAN’s).
facades and building envelopes. This is because on the
I think the question is, can [AI and ML] really enable new
one hand, it's a very repetitive task to do manually and
kinds of architecture? Can it help us to make different
because the conditions for a generative design approach
forms of design rather than only optimizing or speeding
can be framed very clearly; square meter coverage,
up processes? As of now we see already that Adobe or
transparency and impact on structural integrity. This is
Autodesk are implementing neural networks within their
probably the one aspect of buildings for which we have
off-the-shelf software solutions. Once it overcomes
been able to develop complete workflows from concept
this early adopter stage of cloning code from GitHub and
to execution. We also collaborate with structural
hacking things together, these tools will be implemented
engineers and with urban planners for capacity studies
very quickly on a practical level. But if we as architects
and initial FAR density studies, where generative design
want to imagine different applications than Autodesk
can be very useful.
or Adobe, we need a certain literacy of these kind of
Interview
on all scales, from interior design to masterplanning.
technologies. Sanne van der Burgh: We also sometimes see that our colleagues generate designs, solutions, or approaches
Rumoer: Refering to that: how will the role of architects
that need a certain optimization or rationalization in
change due to the development of automation?
order to be physically buildable or constructed. [In these situations], the generative part is created by our
Leo Stuckardt: I think that [the role of an architect] will
colleagues but we develop an approach towards making
change and any guess that we take now will probably
it buildable.
be a wrong one. In my opinion a desirable direction would be that it augments the human designer and
Rumoer: In this issue we focus on Artificial Intelligence
enables collaboration between human and machine.
and Machine Learning applications. Do you think that
I would imagine a form of machine learning that, for
Artificial Intelligence and Machine Learning will change
example, allows you to simply sketch on an iPad and
architecture and is NEXT working in this field?
then based on that sketch neural networks would predict FAR, ecological footprint, technical detailing or other
Leo Stuckardt: We follow these developments closely.
quantifiable design impact. This would actually allow us
I think it's a very exciting shift that's happening with this
to go back towards this very intuitive level of designing
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while having machine-counterparts that do predictions
Rumoer: A general question that most of the students will
and estimations based on these drawings. So maybe an
definitely be interested in is: What software programs
attractive direction for things to go towards would be
do you think are the most essential skill set to develop
that we, [the architects], would need to know a little bit
architecture in the future?
less code and sketch a little bit more. Leo Stuckardt: We at MVRDV are all still in love with Sanne van der Burgh: Now, I think that we can definitely
Rhino and Grasshopper. With the latest developments
anticipate that there will be a shift in the profession and
of Rhino.Inside, it can basically be embedded within any
we will definitely not be doing what we're doing now 10
other software. Especially the ability to use Grasshopper
years from now. It is also our responsibility to anticipate
within Revit is really exciting. We are currently testing to
that [change] and to also philosophize about what
switch from Dynamo to Grasshopper. Another interesting
directions it could take and what that would mean for us.
aspect of Grasshopper is its open-source community. If you go on the McNeal forums, you can see how architects
Leo Stuckardt: In addition to that, probably one issue
and designers share plugins and scripts. I think this really
that we are already facing with traditional algorithms
makes it more than a tool and provides a platform, where
within the discourse of architecture is transparency. As
people generously exchange knowledge. In addition to
a user of computational tools, you usually only see input
that, I personally think Python is a wonderful and useful
and output of an algorithm, while a lot of decision making
programming language to start with and probably a good
is actually already embedded within the algorithm itself.
skill that can be used pretty much in any CAD software,
These kinds of issues only increase with the rise of
from Rhino/Grasshopperto G.I.S., Blender and so on.
neural networks. There this entire discussion of black
We also have people writing components in C#, mostly
boxes became a lot more urgent because no one actually
just because the implementation in Grasshopper works
really knows what their decisions are based on and
better and it performs faster. But more important than
there are already many known cases of cultural biases
a particular software skill is probably a general curiosity
that are inherent in these technologies. For instance,
towards what's new and the ability to adopt these
the infamous computer vision networks that detect
things quickly. So some kind of flexibility in thinking is
white, male faces much better than others. In-depth
needed, because in the end you can learn a programming
knowledge amongst designers is needed to recognize
language quite quickly and once you know one it is fairly
these kinds of risks and implicit injustices. So of course
easy to transfer the concepts to another language.
there is a literacy required on a technical level of how
Lastly I would say it's really about connecting different
these mechanisms work and at architects have to be
software and different media to create exactly what
involved in the design of these systems.
you need. As designers we still see an algorithm mostly related to a visual output. We work a lot with video
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Can we engage people through gamification and real-
and so on.
time visualization and and give an understanding of the complexities of large-scale planning processes? [In the
Interview
editing, we look into augmented reality, virtual reality
Rumoer: A project of yours caught our attention regarding generative design and application of it in a complex social environment: The GrasbrookMaker- an urban game that combines the interests and wishes of different stakeholders in an urban masterplan. What was the intention and inspiration behind creating this? Leo Stuckardt: GrasbrookMaker was a part of MVRDV’s proposal for an invited competition for a masterplan in Hamburg [Germany]. Preceding the competition
©MVRDV
was a two-year participatory design process, in which
Figure 2: With the mouse, participants can create their prefered urban layout
organizers of the competition tried to understand the desires, requirements, and wishes of local communities. Our intention was to experiment and develop this participatory process further and interweave it with the actual design and realization of our proposal. We wanted to see if participants could become a more active part of the design process through software and design.
end the idea was that] it can become a masterplan that adapts and changes over time as we learn new things [from community members] while building this large part of the city. Rumoer: What are the main parameters in the program and how do you achieve a final score? Leo Stuckardt: The GrasbrookMaker was developed mainly in Grasshopper and Rhino. The parameters that we included were mostly environmental and, in a way, followed a classic urban design approach. Mapping noise, access to green, mobility and transportation, existing urban densities, daylight exposure, and so on. The GrasbrookMaker then combines all these parameters
©MVRDV Figure 1: The GrasbrookMaker allows access for Designers, Stakeholders or Developers
into heatmaps, which indicate better and worse locations for urban programs within the masterplan. Hereby it is important to note that the weighting of these parameters
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differs between programs. So, the GrasbrookMaker
residential
generates multiple heatmaps for residential, mixed-
incubators and so on. We then defined weights for each
buildings,
mixed-use
accelerators,
use or commercial programs. In addition to all these
of these so that the GrasbrookMaker could figure out
parameters, we added what we called ‘Activators’.
preferable configurations of the typologies on site.
Activators are special public programs that can be
But of course, the GrasbrookMaker is not supposed
positioned in a dialogue between architect, urbanist, city
to be used only within MVRDV’s office. The proposal
and the public and would also impact these heatmaps.
envisioned this tool to become an integral part of an
The computational approach is based on a global grid
ongoing, participatory process, in which a user can test
across the entire site. Each point within that grid stores
different scenarios by placing activators or modifying
a value for each of these parameters. Those values can
the weightings for different typologies.
then be multiplied with variable weightings to generate heatmaps. If for example access to green is very
Rumoer: How does the interaction and participation for
important and noise is not important at all for a program,
local people work?
you can calculate a score for each cell within that grid and generate a heatmap for good and bad locations for
Leo Stuckardt: Locals would make an account and create
that program. What is important to understand is that the
scenarios on a web platform. They can place activators,
weighting is unique for each program of the masterplan.
design parks, and draw public spaces. Developers would
MVRDV’s competition team designed these public
interact with this platform by defining development
activators following the competition brief and defined
requirements, For example if a developer is planning
target densities and requirements for office buildings,
to build new office spaces he could prioritize access to public infrastructure and high visibility”. Maybe another one says “I want to build residential buildings, and access to water and low noise is important for that.” This information is then used to create development profiles. As people place public infrastructureand other public facilities within the platform the GrasbrookMaker will generate design scenarios by combining the wishes of developers and local people. The outcome is a growing number of scenarios for the whole site. So we would get large numbers of masterplans. How will these scenarios
©MVRDV Figure 3: A modular system allows the design of complex urban structures
56
then be negotiated? How can you overlay and compare different scenarios? This is where probably some sort of machine learning could be useful. But it's also
the design proposals but the crucial differences between
of the competition entry.
the proposals were obviously around other questions. We wanted to engage with communities on a deeper
Rumoer: How does negotiation happen?
Interview
something that was only sketched out within the scope
level and communicate the actual seriousness of urban planning. That's why we called it a serious game.
Leo Stuckardt: Yeah, I think negotiation and prioritization would remain a crucial task for the experts – architects,
Rumoer: At the presentation of the GrasbrookMaker, the
planners and policy makers. You could overlay these
reactions of the audience were mixed. Is there a general
scenarios and for example try to identify majority votes
skepticism and lack of acceptance of thinking about
– re-occurring features within multiple scenarios. We
urban design in a gamification manner?
also wanted to encourage ways to communicate the considerations of architects and urbanists to a general
Leo Stuckardt: Indeed, there was some skepticism
public. In my opinion there is a lot more work to be done
particularly towards what was implied with regards to
on that front. One of the main outcomes of this two-year
traditional German planning procedures. I would like to
participatory process was, for instance, that residents
stress though that the proposal by MVRDV was not only a
specifically wished for a pharmacy on site. While this
flexible software and a game, but also a fully developed
should be taken seriously, we believe that if you find
urban plan by our urban design team. This plan had a
other ways to engage with people, they might be able
similar level of detail to the other proposals and covered
to think about these large-scale developments in more
all requirements of the brief. All we did in addition was to
holistic ways. A pharmacy could be placed within any of
explore forms of flexibility in the scheme. The planning
©MVRDV Figure 4: Design variants created in the GrasbrookMaker
©MVRDV Figure 5: Physical model of the urban masterplan
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76 | Generative Design
and realisation of such a large area is a long process.
way to face a reality check for these kinds of visions.
Conditions and requirements will likely change within
Germany or Hamburg may not be the place that will
the next 10 or 20 years if you look at the rapidly changing
radically innovate on urban planning methodologies
demographics or the impact of the climate crisis. Is there
but these ideas of gamification, participation and so on
a way that we can make those changes an integral part of
are deeply rooted within MVRDV. For example, Almere
the planning process and retain some form of flexibility
Oosterwold, which is actually under construction right
and resilience? It appeared that especially these ideas of
now, has a similar or maybe even more radical idea of
flexibility in process and design were very challenging to
creating a completely different form of city. We definitely
the city of Hamburg’s conventional planning approach.
take this skepticism as productive feedback, which we
Maybe a second reason why the proposal encountered
are trying to learn from and still believe in the need for
skepticism is that it went beyond the scope of a common
these kinds of proposals.
architectural or urban design brief. It challenged how building policy can be formulated and maybe should be
Rumoer: Will this game be further developed as a
revised or experimented with. We didn’t only encounter
generalised framework that can be adapted to different
scepticism though. There were many people who were
sites and contexts? What improvements or changes will
excited by the proposal and we had a really productive
be made to the game for future utilization?
and interesting conversations with (mostly the younger part) of the audience. For us this was also a very useful
Leo Stuckardt: We are still exploring similar mechanisms, not necessarily by continuing development of a GrasbrookMaker 2.0, but rather by expanding on the idea of heatmaps and generative urban program placement. These mechanisms have already been utilized in other urban projects by MVRDV and are definitely being developed further on the computational or technical side. Most improvements or changes are probably on the narrative side and a focus on quantification of design performance. Another aspect of GrasbrookMaker that we still pursue beyond the specific scope of the design brief, is how to engage with more general questions of designing public building policy. For instance, our project
©MVRDV Figure 6: Almere Oosterworld (https://www.mvrdv.nl/projects/32/ almere-oosterwold)
58
SolarScape visualises the impact of public daylight regulations on the densification potential in Rotterdam. In this sense, several topics that the GrasbrookMaker
fields of our daily life. Game-engines are developing
in completely different formats.
rapidly and are already taking over the traditional visualisation industry. It's pretty easy nowadays to build
Sanne van der Burgh: I agree with this. At first this might
an interactive application and this is something that will
take unrecognizable forms, but we see more and more
enter the architectural design space as well. We can
often in our work that we develop parts of a framework,
expect that we will less and less model design scenarios
which come back in other projects. So, we are constantly
through static geometry, but that they will increasingly
developing and evolving. But of course, every now and
talk back to us in some form. The other aspect of the
then, things don't work out as planned. And that’s all
GrasbrookMaker that is relevant in our opinion deals
part of the structure of an innovative trajectory. It's a
with the communication and exchange of data between
learning curve, but it's a very enjoyable learning curve.
multiple stakeholders within a single model. This is
Sometimes it's not even the content of the product or
already a reality now amongst planners in B.I.M and
tool you develop, but it's the way you explain it to people
amongst larger audiences in gaming. So, whether it's in
and how you frame for example, ownership's, roles and
the shape of the GrasbrookMaker or takes other forms, I
responsibilities.
am sure that in the coming years we will see this kind of
Interview
tried to address are still relevant and are just resurfacing
participatory, playful ways of immersive design. Leo Stuckardt: There is this kind of awareness within MVRDV that we will keep on developing and proposing
Rumoer: What was the team dynamic between the
a concept, until it gets built at least once. So, I think
MVRDV NEXT group and the more classic architects
somewhere along that line, we will keep on proposing
within the project?
and developing the GrasbrookMaker in some form until it is implemented. We believe in the relevance of these
Leo Stuckardt: I would say we collaborate based on
ideas and there will be a right moment where this will be
mutual respect. But there are key-differences in the
implemented or in some other form.
process that both sides need to be aware of. Anyone who has been working with computational design strategies
Rumoer: The Grasbrook Maker was maybe a bit ahead
is probably aware of the development stages of a script
of its time in terms of general public acceptance. Do
and how they might appear non-linear in comparison
you think, in the next 5-10 years we will be able to build
to a more traditional design process. The process of
architecture and urban spaces with this type of active
a drawing for instance, appears in most cases quite
and open digital participation?
linear – meaning that half-way through the process you have completed half of the drawing. When developing
Leo Stuckardt: Things are definitely changing in that
a script however you might spend 80% of the time on
direction and gamification in particular is entering most
developing the algorithm for this drawing. Then you run it
59
better and how to exchange information between us
A design team might get anxious throughout these first
[the NEXT team] and the design team. These feedback
80% of the process. One thing we needed to learn in
sessions are super important to us as this model of
collaboration with architects is to produce presentable
expert teams and design teams is still a learning process
output at any stage in the development of a script. In the
within MVRDV.
Interview
and produce the entire thing within seconds or minutes.
context of the GrasbrookMaker ‘dynamic’ is probably the right word. It was dynamic, turbulent and, I think for everyone, a novel and challengingapproach. But in the end, everyone within MVRDV was very happy and proud of the project, even though we didn’t win the competition. Rumoer: I imagine there is also a learning curve on how to improve the interaction between the designers and the NEXT team? Leo Stuckardt: Absolutely. We try to do that after every project. At the end of each project we have a de-briefing session where we evaluate the collaboration between us
Visit MVRDV NEXT here:
and the design teams to understand what could be done
https://www.mvrdv.nl/themes/15/next
Sanne van der Burgh studied Architecture at TU Delft and worked at the Chair of Design Informatics. She joined MVRDV 12 years ago, started NEXT within the company, and is now a Senior Associate. Leo Stuckardt studied architecture in Berlin and Delft and was part of 'The New Normal' think-tank at Strelka Institute, Moscow. He is co-founder and Project Leader of the MVRDV NEXT team and currently a phd Sanne van der Burgh
Leo Stuckardt
candidate at TU Berlin.
60
Academic
Are you looking for a new challenge? Join Arup today! The Amsterdam Office is looking for interns and experienced professionals in Acoustics and Building Physics. Check out our vacancies at jobs.arup.com, apply directly or send your motivation and resume to recruitmentnl@arup.com.
Project: Elements, Amsterdam (2020), Koschuch Architects
Analysis of a Two Storey Complex house
Graduate
Topology Optimization: Architectural lessons from Topology Optimization Ir. Rick van Dijk, TU Delft, Architecture and the Built Environment
Building with earthy materials requires new methods to generate architectural geometry and possibly buildings. This research implements Topology Optimization into architectural models, in order to find geometry based on supports, forces and voids. This implementation can only be made by adding density-dependent forces, which are important in architectural models. Self weight, snow loads and roofing constraints are added in order to make more reliable calculations. To generate architectural geometry, the methodology is translated to 3D geometry and several design problems are tested. The results show domes and arches being generated, and believable, strong geometries. Insights from these design problems show that Topology Optimization can be used to generate geometries for masonry buildings.
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76 | Generative Design
Introduction Topology Optimization is a mathematical approach in
In optimization problems, the system is always
designing geometry, where the volume is minimized,
minimized, so instead of maximizing the stiffness, the
while still reaching a high stiffness. It is often used in
compliance is minimized. Compliance is a value of how
mechanical and aerospace engineering to optimize
much the whole system can move and is written as in
parts so they require less material. The main idea behind
figure 1. To find the optimal solution, Gradient Descent
Topology Optimization is to calculate what voxels (or
is used, which will set values of each element based on
pixels) in an element are important for the stiffness
its derivative of the compliance.
and what voxels can be removed. Because there is no preconceived shape, Topology Optimization can create
Liu and Tovar (2014) made changes to this standard
innovative and high-performance shapes.
method of Topology Optimization to make it work in 3D. The structure of the algorithm and main calculations
Standard Topology Optimization
are identical, but Liu and Tovar added a new Stiffness
The method (originally developed by Bendsøe and
matrix for the FEA and used a strict numbering system.
Sigmund, 2004) starts with dividing the design space in
Each element now has 8 nodes and each node can move
pixels and preparing the supports and loads, the steps
in 3 directions, which causes the matrices to increase
can also be seen in figure 1. Each pixel has 4 nodes that
by a power of 3. Furthermore, loads and supports can
can move in both X and Y directions (their Degrees of
be set in the same way and this can already be used in
Freedom). Supports are defined as nodes that cannot
some models. Figure 2 shows a simplified version of the
move in one or all of the directions. With the supports
QNCC building, where Topology Optimization is used to
and forces defined, the displacements of the nodes can
generate columns for the big roof.
be calculated using Finite Element Analysis (FEA).
Figure 1: Example of the steps in Topology Optimization (Bendsøe & Sigmund, 2004)
64
Graduate Figure 2: Geometry generated from Liu and Tovar's (2004) algorithm
Topology Optimization in Architecture Architectural cases are different than cases in mechanical
dependent on the density, the force should be included in
engineering, as most forces are not predefined, but are
the derivative. Rewriting the derivative previously found,
dependent on the density. The geometry itself is heavier
but without the derivative of the force being 0, gives a
than the forces on the system. Placing a voxel will then not
new derivative, as shown in figure 3. When looking at
always improve the stiffness, as it can also generate new
this formula, one can see that the result of the derivative
forces which decrease the stiffness. Density-dependent
is no longer always negative. The graph of an element
forces have to be added to the algorithm, which are new
is no long monotonic and therefore Gradient Descent
forces on nodes where the element around the nodes
can no longer be used. Therefore, another optimizer is
exists. This can be mathematically described using a
implemented, called the Method of Moving Asymptotes.
sigmoid function (S(x)), which sets values to either 0 or 1, depending on x. Previously the force was pre-set and constant, so the derivative of the force was 0. Now that the force is
e dFe dKe dC p−1 = −pxe (2UeT −UeT Ue) dxe dxe dxe Figure 3: Density-dependent compliance (Langelaar, 2020)
65
76 | Generative Design
Solving the system now still relies on a preset force, which
snow load on the roof. This is a force that is placed on
is usually not the case in architectural problems. Instead
the highest element, which should make sure the roof
of forces in the system, the constraint in architectural
will not fail when forces are placed on it. In other words;
cases is that each void has to have a roof over itself. Or
the element will gain a force if the sum of the elements
in other words; for each void, the sum of the elements
above it, including itself, is equal to 1. This can be
in the column (above the void) should be larger than 1.
mathematically described using a smooth-Heaviside
Figure 4 shows the roof-constraint working, for columns
function (SH(x)), which sets the value of y to 1 if the
where there is no roof, the algorithm sets all the values
value of x is in the range of 0.5 and 1.5.
above the void to a certain value. Note that “grey” values are punished, in order to get black and white results.
The total forces can now be written as the sum of a preset
Another sigmoid function is implemented so that values
force, the self-weight and the snow load. Summarized,
that are grey are considered as a 0 and values close to 1
the force on an element can be written as shown in figure
are considered as a 1. After many iterations, the shape is
5.
black and white and shows to be a dynamically relaxed structure. However, it is very thin. The optimizer will minimize the volume and increasing the thickness will generate more forces.
Fe,total = Fpreset + S(xep · Fself weight) + Fsnow if k ∈ K : SH( columnxe xk,i) · Fsnow Fsnow = if k ∈ /K:0
When this would be built, it can be quickly seen that any forces on the roof will make it collapse. Another type of density-dependent force has to be added, namely a
Figure 4: Results of the roof-constraint
66
Mathematical description of an element's forces (Langelaar, 2020)
In order to validate these findings, several tests were
the number of voxels. Doubling the resolution of a 3D
performed, comparing the algorithm to the Topology
problem will increase the Degrees of Freedoms by a
Optimization software in Ansys. The results were
factor of 8. The most time the algorithm takes is spent
comparable for simple topology optimization problems,
solving the system and calculating the displacements.
but no roof-constraint could be added in the software.
The result of the toy-problem shows the generation
It requires further research to find the feasibility of the
of dome-like structures above the large void and the
generated geometry. However, the results of certain
beginning of arc-like shapes above the doors. Domes
configurations can be analyzed and compared with
and arches are very common in masonry structures, as
existing architecture.
they allow for building materials with high compression,
Graduate
Results
but low tension quality. These results show that the During this research, toy-problems were used to solve
algorithm generates geometry that is representing
each step. Figure 6 shows the result of 2 configurations
some elements in architecture. However, it can be
of the final toy-problem when all the constraints were
noticed that the dome has many inaccuracies, due to
added. It shows the roof-constraint being added to
the resolution and specifics in the optimization process.
columns where voids exist and this causes a roof to
Another conclusion that can be drawn is that cubic voids
be created. The main problem in this configuration is
(currently the only possibility in the algorithm) are a poor choice to use, as they don’t allow for optimal geometry.
Figure 6: Results of the toy-problem
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76 | Generative Design
Figure 7: Haus am Horn, generated with Topology Optimization
Lastly, the question is “Can we generate buildings
time, but still, some shapes can be seen. Walls in
using Topology Optimization?”. To reflect on this
between rooms are always built, as they are needed to
research, an example of a Bauhaus building is taken as
carry the roofs. However, above all the doors, arches
a configuration and its geometry can be seen in figure
are generated to save material above them. The rooms
7. The configuration of the Haus am Horn is used as
themselves all are generated with domes above them,
input, together with the roof-constraint and self-weight.
with the large room having a high dome. The section of
The results are still quite poorly because of calculation
the dome is promising and hallways are starting to be optimized, however being subject to the low resolution.
68
[1]Bendsøe, M. P., & Sigmund, O. (2004). Topology
Optimization could be a method to generate buildings.
Optimization. In Topology Optimization. Springer Berlin
The process itself is directly linked to FEA and even
Heidelberg.
more constraints can be added in the optimizer itself.
https://doi.org/10.1007/978-3-662-05086-6
Graduate
References To answer the question; yes, I think eventually Topology
However, more research is needed to generate more useful geometry, that eventually could also be tested
[2]Langelaar, M. (2020) (Personal communication,
in structural calculations. Essential for this useful
June 22th 2020)
geometry is the resolution of the voxels, which allows for more accurate results. One other constraint that could be
[3]Liu, K., & Tovar, A. (2014). An efficient 3D topology
added are the voids themselves; instead of starting with
optimization code written in Matlab. Structural and
cubic voids, starting with a 2D layout could be better,
Multidisciplinary Optimzation, 50(6), 1175-1196.
where the optimizer is allowed to generate optimal
https://doi.org/10.1007/s00158-014-1107-x
voids as well. Concluding, Topology Optimization could generate and shape masonry architecture, but a higher resolution and more optimal configurations are needed.
From a young age, Rick knew he wanted to be an architect, but during his studies, he grew passionate about programming and game design. Thus the interest in computational design was born, resulting in a portfolio that always combines architecture with math and code. Rick recently graduated from Building Technology with a Cum Laude degree and since has been working at a large engineering office, writing software to optimize several workflows.
Ir. Rick van Dijk
69
Digital Blue Foam, urban plan
Company
Personalized Generative Design Generative design is yesterday's news. Are you ready for what comes next? Cesar Cheng and Sayjel Vijay Patel, Digital Blue Foam
“Generative design” - the iterative process of using algorithms to produce a number of outputs based on design constraints [1] - is being championed by architecture software giants as “the future of making.”[2] But the power to instantly create thousands of options is already yesterday’s news. As makers of software for architects, we see young designers all over the world using tools every day to automate design choices and options. While generative tools such as visual programming and scripting languages are proliferating rapidly, some familiar problems and challenges remain:
1. Generative design only works on narrowly defined design problems. 2. It is difficult to share and reuse algorithms. 3. The abstraction of design problems into an algorithm is an ‘alien way’ of thinking for many designers. [3]
This essay considers several advances in AI applications that may help to address these challenges.
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76 | Generative Design
Augmented Intelligence
Learning from AI Applications
Today we can envision a future where generative tools
In personalized learning [5], the instructional approach,
like scripting, machine learning, and AI are used to
learning objectives, content, and pace are dynamically
supplement and support human intelligence as opposed
adapted to the needs of each learner. The activities and
to replacing it. The concept of augmented intelligence
resources offered are customized for the unique needs
conveys how humans and machines will co-exist, co-
of each individual student. It is now possible, via data
operate and co-create in a mutually beneficial fashion.
science and AI technologies, to gauge the student’s
[4] This reveals a new range of possibilities for human/
learning style as well as their degree of knowledge on
machine collaboration.
a given subject automatically, and use this profile to deliver customized support and instruction, making
In our work at Digital Blue Foam, we are interested in
personalized learning a more meaningful experience for
facilitating the creative dialogue between designers
both instructors and students. In this case a feedback
and computers. Rather than look at generative tools
loop is developed between the AI system, the student,
like scripting or
and the instructor, which enables each to enhance their
machine learning models as task-
automating black boxes, we are inspired by how AI
abilities to learn and instruct.
is used in other non-design endeavors to facilitate “natural” interaction between humans and computers.
Another example of AI personalization can be found in
We will look at two specific examples - “personalized
chatbot applications. The advances in Natural Language
learning” and “personalized chatbots” - and what they
Processing (NPL) that made it possible for personal
might mean for architectural design tools.
assistants such as Amazon's Alexa or Apple's Siri to respond to human language inputs are now widely used
Figure 1: Augmented Intelligence is the hybridization of Human and Machine Intelligence
72
Figure 2: Replika. https://www.all-turtles.com/case-studies/replika
Company Figure 3: Digital Blue Foam, Sketch tool for building generation
in commercial customer service applications. Other
What does an NUI look like to an architect?
interesting and creative use-cases for chatbots are,
For design professionals working with AI assisted tools,
however, also becoming popular. Replika, a hybridized
design exploration should not be limited to simply
diary/personal assistant/social companion, uses an
defining parameters and letting a generative solver
Artificial Neural Network(ANN) to mimic the user's
provide a number of solutions to meet them. Instead,
individual speech and writing patterns. It asks questions
we propose to construct a design dialogue between the
about the user, and eventually, as interactions stack up,
designer and the AI assistant, one in which designers
it learns and develops its own character in a way that
are able to develop, modify, and evaluate their design
reflects that of the user.
decisions as the dialogue unfolds. This results in a more productive interaction between the designer and the
Natural User Interface
machine, since at any given point the conversation can
A natural user interface (NUI) is a mode of human-
be stirred in a different direction allowing for a more
computer
actions
flexible use of generative design. Furthermore, as the
related to natural, everyday human behavior.[6] For
designer continues to interact with the AI assistant, the
chatbots and teaching tools, conversational AI mimics
AI begins to identify design patterns, style preferences
human conversation patterns to create a seamless
and particularities that are unique to each designer, and
user experience. While some NUIs rely on devices for
this results in a personalized experience for the designer
interaction, more advanced NUIs, such as Alexa, are so
where their unique design abilities are augmented by the
unobtrusive that they quickly seem invisible.
computing power of the machine.
interaction
that
uses
intuitive
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76 | Generative Design
Figure 4: DBF, design solutions generated using AI personas
At Digital Blue Foam, we have built a platform that
Foam’s sketch tool feature. First the designer states
provides users with a design interface to collaborate
the overall goals and constraints of the project such as
with an AI design assistant. The designer is not limited
GFA, maximum height, lot coverage, and so on. These
to selecting rigid input parameters, but instead they
will be used to run calculations in the background. Then
can sketch and prototype ideas, similar to the way
the designer initiates a dialogue with the AI assistant by
traditionally
quickly
sketching some strokes to subdivide the working plot.
draw a few strokes on a napkin or build a study model
creative
professionals
would
Once provided with this information, the AI assistant
by stacking and recombining foam block pieces. The
begins to generate design options, which can then
sketch strokes are used to trigger a dialogue with the AI
be evaluated and modified in relation to the goals of
assistant, which in turn enhances the design outcome
the project. As the design solutions are generated
by learning from either existing data-sets or from the
and presented to the designer, they can change their
designer’s own choices, and contributes to the dialogue
mind about the initial sketch strokes and create a new
by suggesting better-performing solutions.
sketch that will initiate a different response from the AI assistant. In this way the design dialogue is kept alive
74
To illustrate this, in figure 3, we present a sequence
and continues to evolve through the interaction between
of interactions that are possible using Digital Blue
the designer and the machine.
Current generative design tools have fundamental
advantage of the troves of data and limitless computing
limitations that can be overcome through a more
power available online to drive sustainable output.
natural approach to design-computer collaboration. By adopting advances in other applications, such as
To address this, we at Digital Blue Foam use augmented
chatbots and personalized learning, we can use AI to
intelligence — the sensitivity of designer intuition,
facilitate a seamless creative dialogue between designer
multiplied by the power of machine intelligence — to
and computer, paving the way for future design tools
step up the productivity of design workflows. Ultimately,
that evolve and react to the tendencies and cognition
our hope is to redesign the way architects and planners
patterns of each user.
imagine spaces for current and future generations to
Company
Conclusion
live, work, and play. About Digital Blue Foam At Digital Blue Foam, we develop AI-powered solutions
Our team consists of architects who love leveraging
to steer a desperately needed revolution in the building
technology and are also software developers, product
industry towards carbon-negative projects. Presently,
designers, machine learning engineers, and user
designers use inefficient tools that do not take full
experience researchers.
Figure 5: Digital Blue Foam, urban plan
75
[1]https://en.wikipedia.org/wiki/Generative_design
[6]https://whatis.techtarget.com/definition/natural-
[2]https://www.autodesk.com/solutions/generative-
user-interface-NUI#:~:text=A%20natural%20user%20
design
interface%20(NUI,the%20purpose%20and%20user%20
[3]Turkle,
Sherry
&
Seymour
Papert.
(1991.)
Company
References
requirements.
Epistemological Pluralism and the Revaluation of the Concrete. [4]Zheng et al. (2017.) Hybrid-augmented Intelligence: Collaboration and Cognition. [5]https://www.edglossary.org/personalized-learning/
Sayjel is the CTO and co-founder of Digital Blue Foam, an AEC startup with global customers, developing bespoke web-based tools and operating systems to accelerate the transition to carbon-negative design processes. A MIT-trained architect and computational design researcher, he was a Founding Assistant Professor, at Dubai Institute of Design and Innovation (DIDI), an MIT-affiliated design university pioneering a novel cross-concentration design education. Before that, he was a researcher and designer with the SUTD DManD Center, MIT Digital Structures, MIT Senseable City Lab, and the RMIT Spatial Information in Architecture Lab. From 2013-2018, Sayjel was the founder and coordinator of SUTD and MIT CodeKitchen, where he organized over a hundred peer-to-peer technical workshops on a variety of Sayjel Vijay Patel
topics. Sayjel publishes at top computational design conferences, including ACADIA, Design Modelling Symposium, ECaaDE, and Design Computing and Cognition.
Cesar works as product developer at Digital Blue Foam. He is an architect and urban designer specialized in computational design, urban data analysis and material research. He is a graduate from the EmTech program at the Architectural Association. His work focuses on the digital transformation of the AEC industries with particular interest in computational design, artificial intelligence, spatial data analytics and material research for applications in digital solutions for the built environment. His work has been published at IASS, ASCAAD and the Architectural Science Review. He also taught computational design and digital fabrication workshops in Europe, Asia and America. Prior to joining Digital Blue Foam, Cesar practiced in architecture and Cesar Cheng
urban planning in Boston, New York, London and Panama. 76
LETS DESIGN THE FUTURE TOGETHER
Are you driven to design the environment of tomorrow? Ben jij gemotiveerd om de omgeving van morgen te ontwerpen? Let’s meet.
www.inbo.com
Company
Data-driven design for complex, multi-disciplinary projects Our digital way of working at Royal HaskoningDHV ir. Jeroen de Bruijn, ir. Jamal van Kastel, Royal HaskoningDHV
The building industry deals with increasingly complex design challenges. Measurable performances and close alignment between design disciplines is more important than ever to achieve more sustainable and better-performing designs. A data-driven design approach provides quicker, more cost-effective and optimal design solutions.
Royal HaskoningDHV has embraced a digital way of working with open arms. At Royal HaskoningDHV, we often tackle complex, multi-disciplinary projects, such as hospitals, sports venues, data centres, airports, high-rise buildings and urban development. Such projects require close alignment between multiple disciplines. A data-driven design approach helps streamline the process and makes the impact of design decisions insightful.
With this article we want to illustrate why a data-driven design approach should be (and will become) the new way of working. This article highlights how a computational design approach has contributed to the success of one of Royal HaskoningDHV’s most recent projects; the integrated design of a 20-storey timber high-rise building. Additionally, we briefly illustrate how two emerging technologies – generative design and machine learning - provide solutions for other challenges in building practice.
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76 | Generative Design Figure 1: Computational design workflow: various design and engineering modules connected via cloud-based interoperability platform Speckle
1.Monarch IV - integrated design through a digital way
of expertise include structural engineering, building
of working
physics, MEP, sustainability and design integration.
Monarch IV is a timber high-rise building in The Hague
The project started amid the second wave of COVID-19
commissioned by Rijksvastgoedbedrijf (the Central
infections. Real-life meetings for design coordination
Government Real Estate Agency). Once complete, it will
were therefore ill-advised. Instead, Monarch IV is
provide approximately 19,000 m² of much-needed office
developed through a series of online design workshops.
space for government employees in The Hague. Key
Each
requirements included the use of a parametric approach,
HaskoningDHV got together and zoned in on a different
that the building should be constructed with wood and
set of topics, starting with the broad design concept and
meet the sustainability goals of Rijksvastgoedbedrijf,
gradually converging towards the details of the design.
workshop,
Rijksvastgoedbedrijf
and
Royal
and that the project was to be completed in a very
80
short lead time. Starting point is a conceptual
1.1 Parametric coordination model
design made by Rijksvastgoedbedrijf. Together with
Monarch IV is designed using a computational design
Rijksvastgoedbedrijf Royal HaskoningDHV developed
workflow, developed concurrently to these workshops.
the integrated design of Monarch IV. Relevant fields
The computational design workflow digitally connects
engineering module. The modules are all connected to
when everyone works from their ‘home office’). At
the parametric coordination model using open-source
the core of this workflow is a parametric coordination
interoperability platform Speckle. With Speckle we
model (fig. 1). The building’s geometries and reference
create live connections of geometry and data between
lines are set up parametrically and are controlled by
the various Grasshopper modules via the cloud. A change
various sliders that correspond with the bandwidth of
in the coordination model is automatically transferred to
design possibilities. The coordination model controls
all other modules.
Company
the design processes of the team members (very handy
the interrelationships between key elements such as connection nodes, building levels and floor construction.
1.2 Module one: structural optimisation
During the design workshops, we used the model to
One of the first modules we added to the workflow
support and substantiate the discussion on various
was a Grasshopper script for structural optimisation of
topics. The workshops unveil the most important
the timber diagrid construction. In their initial design,
design parameters of the project. Each workshop, the
Rijksvastgoedbedrijf has already optimised the diagrid
design team determined which functionalities would
by gradually decreasing the profile dimensions on higher
be added to the computational design workflow to best
floors (corresponding to the gradual decrease of total
contribute to the decision-making process (fig. 2).
structural loads). Diagrid dimensions are determined
These functionalities are implemented as engineering
by floor: on each floor the element under highest stress
‘modules’ that run analyses and/or optimise parts of
dictates the minimum profile dimensions of all elements
the designs. The modules all run on different laptops:
on that floor.
each team member was in control of their respective
Using a Karamba model (connected to the coordination
Figure 1: Parametric coordination model built in Grasshopper.
Figure 3: Structural optimisation using Karamba.
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76 | Generative Design Figure 4: Solar irradiation analysis using Ladybug
model via the cloud), our structural engineer colleague
of the solar panels in order to establish the maximum
verified the initial optimisation of Rijksvastgoedbedrijf
potential façade area for solar panels. The results of this
and
analysis informed the integration of solar panels in the
minimised
profile
dimensions
accordingly.
However, with the same Karamba model we could also
façade design.
easily optimise the dimensions of each diagrid element individually, as opposed to standardising elements
1.4 Module three: climate analysis and design
per floor (fig. 3). The result: a material reduction of
exploration
approximately 30%.
There is a direct relationship between the structural diagrid and the façade: the profile dimensions of the
82
1.3 Module two: solar irradiation analysis
façade elements stem from the dimensions of the diagrid
A second module we added to the computational design
structure. Minimising the diagrid elements through
workflow aims to find the optimal façade areas for
structural optimisation not only resulted in a 30%
solar panels. The module uses Grasshopper plug-in
reduction of materials, but it also increased maximum
Ladybug to quantify the solar irradiation on all façade
glazing ratios on all floors.
segments (fig. 4). Graphs make insightful which parts
The optimised structural diagrid showed the maximum
of the façades are in shadow for large portions of the
achievable ratios. However, the thickness of the opaque
year (either because they’re North-facing or because of
façade elements can be increased to decrease glazing
the drop shadow of the Monarch’s neighbouring high-
ratios, which may prove desirable for daylight levels,
rise buildings). The potential solar gains of each façade
thermal comfort and cooling and heating demands
segment are weighed against the energy pay-back time
(amongst others!). These performance criteria are also
the designs, the dashboard reveals the design decision
values and the size and positioning of solar panels.
that leads to the optimal balance between architectural
In preparation of the final design workshops, we
design, daylighting and thermal energy demands.
Company
impacted by other design parameters, such as insulation
explored the impact of these architectural design parameters on façade performances. Each floor and
1.5 Module four: BIM interoperability
each façade orientation have unique design conditions
Another advantage of our data-driven approach: it is
that need to be taken into consideration. Together with
easy to share geometry and data between different
the aforementioned design parameters this results in
software packages. After adding a few parameters in
a matrix of thousands of unique design possibilities.
Grasshopper, we utilise the Speckle platform to instantly
For this final phase of the project, we leveraged
generate the initial BIM model in Revit. In Revit, the BIM
Grasshopper’s ability to rapidly iterate through design
modeller focusses on any specific BIM concerns and
alternatives (fig. 5). A combination of various plug-ins
derives all drawings. At Royal HaskoningDHV, we use
and a few custom components enabled us to generate
Speckle as part of our own interoperability platform in
and evaluate the complete matrix of design possibilities
which we also connect various FEM software packages
fully automatically. After our building physics colleague
and integrate other tooling
had his laptop churn out simulations throughout the weekend, we had a complete data set of 3,600 unique
2 Developing our way of working
design alternatives.
With Monarch IV, we illustrate the benchmark of
We streamed the data set to a data analytics dashboard
our digital way of working at Royal HaskoningDHV.
that shows all design alternatives and their performances
Simultaneously, we’re constantly looking to further
alongside each other (fig. 6). By analysing and filtering
develop our way of working to deliver even better designs. Therefore, various teams are working on the exploration and development of new digital tools which can be applied in practice. We will describe two examples of such developments. An example is the application of evolutionary algorithms for structural optimisation. Our colleagues first built a parametric model of a steel warehouse in Grasshopper with various parameters, including the grid dimensions and the possibility to use beams or different truss types for the roof. The model was then connected to a cost calculation module, which considers the weight, welds, paint etc. Finally, they optimise the structure using the
Figure 5: Automated design generation using Honeybee and Colibri.
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76 | Generative Design Figure 6: Interactive design exploration using Design Explorer.
Wallacei plugin, which generates the most cost-efficient
think will be a new standard way of working. At Royal
structure. Without use of evolutionary algorithms,
HaskoningDHV, we embrace a digital way of working
optima can only be reached with brute force calculations
to make our work easier, faster and smarter, delivering
or with a lot of manual work, which both require a lot of
better results for our clients and society.
time and effort. Another new project focuses on machine learning. Currently, it is not possible to accurately predict the site-specific wind loading for any location in The Netherlands. Except, of course, for the 48 KNMI weather station locations across The Netherlands. Our colleagues trained a machine learning model using the KNMI data and terrain roughness data of the Netherlands in order to generate a predicted wind rose for any location in The Netherlands (fig. 7). Conclusion The up-and-coming techniques and design processes highlighted in this article are only the start of what we 84
Figure 7: Evolutionary algorithms for accurate wind load predictions.
Company
ir. Jamal van Kastel is a parametric/computational designer driven by an ambition to bring together architecture and engineering in a performance-driven design approach. Since finishing his master's Building Technology at TU Delft, Jamal has been working at Royal HaskoningDHV. As part of a team of architects and computational designers, he works on a broad range of design projects, ranging from building design to master planning. Here, he leverages computational design methodologies to create more sustainable and otherwise better buildings and environments. ir. Jamal van Kastel
ir. Jeroen de Bruijn is a BIM coordinator and parametric lead who's always looking for ways to improve a process and utilise the power of new digital solutions or develop them if needed. He gets energy from organising the implementation of these new digital solutions and inspire people to apply them. After finishing his master's Building Technology at TU Delft, Jeroen has been working at Royal HaskoningDHV in various roles.
ir. Jeroen de Bruijn
Royal HaskoningDHV has been connecting people for 140 years. Together, through our expertise and passion, we have helped contribute to a better society and improved people’s lives with work underpinned by our sustainable values and goals. Our 6,000 colleagues, spread over 140 countries are committed to our promise to enhance society together. Current vacancies: https://www.royalhaskoningdhv.com/en-gb/careers/international-vacancies https://www.royalhaskoningdhv.com/nl-nl/nederland/werken-bij/vacatures
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completely online on the digital platform of ISSUU.
BouT
Board 26 passes the baton...
step towards transitioning BouT periodicals RuMoer The transition has led to increasing readership and RuMoer’s committee has successfully published three periodicals themed Black Swan (74), Urban Grow (75) and Generative Design (76). The relentless support and creative promotional ideas by the public relations and media committee has been instrumental in launching a new Instagram handle for the periodical of RuMoer, that has been successfully made available online from this year, to attract more readership
by Anagha Yoganand BouT Chairman 2019-2020 The 26th year of BouT has been a rather special one. It was a year of uncertainty, a year that changed the normal status quo of work-life culture and finally a year that tested the true resilience of humankind. If you haven’t already guessed it, this was the year of the pandemic ‘COVID-19’. The 26th board was appointed virtually and will be signing-off virtually. The year has no doubt been a tough one circumstantially, but for BouT it has been a rather productive one. We are happy and proud when we look
and engaging BouT followers on its very first virtual tour in collaboration with the Study Trip committee The determination and acquisition skills demonstrated by the company relations committee in collaboration with the Debut committee has resulted in the signing of 14 new company partners. To strengthen the ties between the Alumni and the current building technology students, a new event series of ’Coffee with Alumni’ was initiated this year by the board. In addition to this, like every year, in collaboration with our company partners, many lunch lectures and
back at our achievements in the past year.
workshops were made possible by the events committee.
With the enthusiastic zeal of the education committee,
symposium, COUNTDOWN to a carbon positive future.
BouT published BT Bundle (a compilation of Building Technology graduation thesis posters) and Course repository (a compilation of the projects carried out in Building Technology courses and studios) in collaboration with RuMoer to help BT student’s during enrollments. The board this year also took the bold
Finally, the 26th BouT year closes with a powerful themed Apart from the internal achievements of BouT, this year we collaborated extensively with other master associations through the BouwHouse platform for the Master Introduction event to welcome new students through a pub quiz about Bouwkunde and a virtual
86
Technology coordinator Peter Teeuw, the enthusiasm of
give insights into the career path of Building Technology
our company partners, and the corporation of all other
to the Bachelor students at Bouwkunde. The success of
master track associations (Argus, Boss, Geos, Polis and
this event is a result of the collaboration between BouT
Stylos).
BouT
treasure hunt around Delft, and Master Symposium to
and AE&T department. With immense support by BouT’s honorary member Marcel Bilow.
As chair, I absolutely enjoyed working with the team (Aditya, Maimuna, Neha, Sophie, Twinkle and Yamini)
Furthermore, this year we released a new edition of
and leading us successfully through a challenging yet
the Building Technology hoodie and have contributed
eventful 26th year. I am certain that, if the seven of us
towards a ‘FAQs’ section for the Building Technology
can flourish in a virtual work environment, we can do
Track for the TU Delft website.
wonders in a physical one and a bright future awaits us all. Having said this, the 26th BouT board proudly
All in all BouT Board 26 has truly been a highly motivated
passes on the baton to the next board that will take on
team of seven members who have thrived in each of
responsibilities from the 9th of April. The new 27th Board
their roles despite the challenges of working remotely
installed is a fun bunch of individuals who will certainly
amidst the pandemic. None of the above-mentioned
add value to the 26 years of BouT’s legacy, keep patient
achievements would have been possible without the
for you will hear from them in our next publication.
dedication of our committee members, the support of all professors in the AE&T department especially Building
Cheers!
87 Figure 1: BouT board 26
76. Generative Design
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