Shuaiwei LI - Portfolio 2.0 - 2016/2019

Page 1

SHUAIWEI LI MASTER OF ARCHITECTURE SELECTED WORKS 2016-2019

PORTFOLIO


SHUAIWEI LI

University of Melbourne (MArch) Address: 815 - 1 Moreland Street, Footscray, Melbourne, 3011 E-mail: lshuaiweiimaginarium@gmail.com Tel: +61 416384296


CONTENTS

I [Memory]Urban Cemetery Design|Beijing 2016.Bachelor.Graduation Design|Solo|16 weeks

II [Invisible Place]Place Research|Hobart 2019.Master.Design Studio|Solo|16 weeks

III [House Revisited]Form-finding Architecture|Melbourne 2018.Master.Design Studio|Solo|8 weeks

*IV Other Works 2016-2019 [Physical Modelling] [Parametric Research] [3D Printing Earring]


EXPERIENCE BACHELOR (2011-2016): North China University Of Technology INTERSHIP (04.2015 - 07.2015): DnA_Design And Architecture INTERSHIP (07.2015 - 10.2015): China Electronics Engineering Design Institute SUMMER SCHOOL (07.2016): IAAC Global Summer School INTERSHIP (07.2017 - 10.2017): Wuxiang Space Architecture Design Studio SUMMER SCHOOL (07.2018): AA Visting School MASTER (2018 - 2020): University of Melbourne AWARD Nominee Award (2016): UIA HYP Cup 2016 International Student Architectural Design Competition


MAIN SKILLS

Rhinoceros

Grasshopper

Python

Autodesk Maya

Autodesk Revit

Adobe Photoshop

Adobe Illustrator

Adobe Indesign

Adobe Premiere

Lumion

*Other skills: Enscape, AutoCAD, Autodesk ReCap, Autodesk 3ds Max, Sketch Up, Unreal Engine, Agisoft Metoshape, PyCharm, Arduino, ZBrush...

*Other softwares (used but unskilled): AutoCAD, Autodesk 3ds Max, Sketch Up, Unreal Engine, Agisoft Metoshape, PyCharm, Arduino, ZBrush...


01 Memory

Urban Cemetery Design

School: North China University of Technology Corrdinator: Rui Yang Project Type: Individual Work Applied Software: Rhinoceros, Grasshopper, AutoCAD, Photoshop, Illustrator... Date: 3.2016-7.2016 (16 weeks) Site: Beijing, China *Award: UIA HYP Cup 2016 International Student Architectural Design Competition Finalist

"Architecture almost exclusively uses visual means to outline what it does: Plans, Sections, Elevations, Perspectives, Axonometrics. But what about movement—the movement of bodies in space? Are there modes of notation applicable to what has been excluded from architectural discourse? What about the other four senses—touch, sound, smell, and why not taste?" In the past, the space was always play an important role in the building. Architecture as a discipline, not only had its own function, also contained the society, the environment, the local way of life at that time, and many other factors. How to creat a fair and reasonable space in the different time and place, became an important topic for architecture has been discussed. Today, I found that the description of the event in the architecture, as the description of the space. Today's architecture may become an urban activity of generator, and train, encourage, explore new life style.


Abundant fragments come into the aera (30m x 60m)


People, as the basic unit of urban activities, the rise or fall of human activity determines the direction of urban development. However, life is not eternal and physical is the fact that humans can’t leave. But I always seem to give the life a lot of attention, so that we even ignore the death. For individuals, every moments there are tens of thousands of cells die, the process of death starts during the individual daily life. If we treat the death as a slow process, when at the end of this moment, is the time of this process is complete.People living in the city, every day go to work,school, shop,park and so on, all of these are a part of this process. These belong to the individual special "memory". Different individuals of the same city, have been to countless places where countless events happen. So there are a variety of “memory”of the city which might be same.When the individuals die, their “memory” could disappear with them. Whether can preserve “memory”as these individuals’ bones?And make the remains of the deads are no longer ashes that have no emotion.If we can, what role a building plays?For the legacy “memory”,must change the spirit of the sites in the construction. But what influences these changes have, and whether will lead some new events? The pieces that make up the “memory” occurred in the city. I find many types of features (might be buildings or other elements) in different urban spaces and where the simlar events happen from different individuals, and then put them togethe in one way like montage. “Memory” fragments of doping in it. At this time, the buildings are no longer as the "process" the last time point of space, but contains the period in the city "memory" of each individual pieces.Like the city in the past for enrichment, record this period "memory" of people, even in this period the "memory" of the city. In this cemetery,building tries to establish a relationship between the living and the dead to make people could feel the memory of the dead. So that deceased memories are retained.


Expressing a relationship between the basic function and every urn.



EVENT

FRAGMENT

SPACE (NOTATION)

PLAN

Various types of events of the deceased experienced in the city are collected and abstracted to be graphics. As fragments of 'memories', different spaces, crowds, behaviours and the factors affecting the events create different atmospheres. Then these graphics are represented with architectural language and put in complex organization of the site. People could catch the feeling from the 'graphic' when they access into the building. As a cemetery architecture, in addition to the space as a result of the concept, the function should also be considered. Here, the cemetery unit is no longer as the past limited in a certain area, which may appear in any place with some characteristics.


All of the abstract graghs (I)


All of the abstract graghs (II)


1.shop

9.reception

2.art gallery

10.ceremony hall

3.duty room

11.lounge

4.office

12.preparation

5.lounge/hall

13.outdoor/balcony

6.meeting room

.urn shelves/boxes

7.crematory 8.dressed

F1 plan 1:300

SOUTHWEST ELEVATION 1:250


1.shop

9.reception

2.art gallery

10.ceremony hall

3.duty room

11.lounge

4.office

12.preparation

5.lounge/hall

13.outdoor/balcony

6.meeting room 7.crematory 8.dressed

F2 plan 1:300

SOUTHEAST ELEVATION 1:250

.urn shelves/boxes


In this building, debris symbols establish a relationship between the living and the dead. Ultimately, the living could feel the memories (of the dead), and the memories are reserved.



MEM


ORY


02 Invisible Place Place Research

School: The University of Melbourne Studio 25: Invisible Place Corrdinator: Gini Lee, Mark Burry Project Type: Individual Work Applied Software: Rhinoceros, Grasshopper, Maya, Arduino, Python, Photoshop, Illustrator... Date: 3.2019-7.2019 (16 weeks) Site: Hobart, Australia

"While the word ‘place’ has been used as long as geography has been written, it is only since the 1970s that it has been conceptualized as a particular location that has acquired a set of meanings and attachments. Place is a meaningful site that combines location, locale, and sense of place." In the last semester, my last studio called Invisible Place (studio 25) which focuses on the question – ‘can place be adequately encompassed by the quantitative methods of digital and parametric design?’ There are four assignments exploring the relationship between within place, human, environment and any other potential qualities. The four assignments illustrate the process developing from a single relationship between human activities and spatial qualities to various factors affecting the space including human movement and environmental conditions step by step. However, the relationship between the site (Domain House) and the design is unclear, the form looks more like it is put in the room rather than defined by the room. This kind of issue will be explored deeper in future research.

ASSIGNMENT I - IMAGINED (INTERIOR) PLACES

ASSIGNMENT II - PERFORMATIVE INTERIOR PLACE

ASSIGNMENT III - MATERIAL/VIRTUAL INTERIOR PLACE

ASSIGNMENT IV - THE INVISIBLE INTERIOR



ASSIGNMENT I

READING

IMAGINED (INTERIOR) PLACES Individual

"The meaning is not in words. It is in us. And we can be attributing a meaning, an attitude, an intention, which is far from what the author originally said." In the novel Gormenghast, the author gives many valuable description on the qualities of various spaces. This part of this journal, concentrating on the relationship between space and human emotion tries to deconstruct the emotions effected by each quality in different spaces, and rebuilds them to find how spatial qualities influence human emotion.

IMAGINARY SPACE According to the description from novel Gormenghast, there are three main spaces appearing in chapter 'Attic'. The author provides a relatively clear expression, which lead to rebuild the spaces with simple geometry. To obtain an understandable image, the spaces are unfolded with the trace that the protagonist moves from the start to the end. During the process, there are two turning points (also as reported by the original description and imagination).

TURNING POINT

TURNING POINT

ABSTRACT SPATIAL QUALITIES x POTENTIAL EMOTION



ABSTRACT SPACE For a complex space, there are various elements which could effect the emotion and movement of a man/woman who walks in the space such as wall, door frame, the height of ceiling, furniture and so on. All they can be treated as the spatial qualities to analyse. However, even a same emotion does not necessarily come from a same space. To make the corresponding relationship between emotion and space be more succinct, it is possible to transform the practical architectural

PRACTICAL SPACE WITH VARIOUS QUALITIES

ABSTRCT ARCHITECTURAL SPACE

space into a attact space. In fact, all qualities which might be the parameter influencing human emotion are chosen to deform and abstract. For instance, the room filled with furniture and others is described with narrow and dark, so long lines (or rectangle) with different thicknesses are organised by quiet small gap to express this description.


MOVEMENT AND EMOTION In the novel, there is a brief description about how the protagonist pass through all rooms from the start to the final attic: "Up the stairs and into my lumber room. Through my lunber room and into my acting room. All across my acting room and up the ladder and on to my verandah. Through the door and into my secret attic." It is easy to get her trace after drawing her movement on the unfold section, which can provide the information about the impact that the

space give to her such as when she bend down to pass through a low door. The top and bottom curves state the movement from the protagonist's different position of the body. The graphic between the two curves is human emotion. The width expresses whether she is nervous or relaxed.

TACING MOVEMENT IN THE PRACTICAL SPACE

POTENTIAL EMOTION CHANGE

LOW DOORFRAME

SPIRAL STAIRCASE

SIGHTSEE AT BALCONY

STOP TO WATCH SOMETHING

DARK NAROOW SPACE

GO DOWNSTAIRS

LOOK OUT VIA SMALL WINDOW

ON THE VERANDAH OF ATTIC




ASSIGNMENT II

PERFORMATIVE INTERIOR PLACE Individual

"Within design, performative concepts can be used to imagine how space is inhabited and place is experienced." In the second section, the relationship between space and people becomes more practical as a machine will be installed to illustrate how spatial atmosphere influences human emotion. The concept of the device is based on the analysis of Gormenghast, which tries to use reflection and shadow to effect the spatial atmosphere.

ENVIRONMENTAL FACTOR

SITE ROOM The room chosen for the device is the Pharos which is the only place having direct skylight from top in MONA. The place creating a relatively dark situation and light with only one direction (top) makes the reflection and shadow from the device become clear and easy.

LIGHT SENSOR

MECHA DEV


ANICAL VICE

MATERIALITY - REFLECTION & SHADOW This is a test trying to find some distinct characters from one object under the top light. As the pictures show that, there is a link among the object itself, its reflection and its shadow. If many reflective objects work to define a space together, what will happen?

SENSOR TEST - PHYSICAL MODELING SCALE The first test is about the sensor itself. According to the collections from the sensor represented in grasshopper, the light value of the environment is approximately 800 to 850. And then, use a board to block the light to get another data which is almost 100 to 155. As a result, the domain of the light data in the environment should be from 100 to 900. ARCHITECTURAL SPACE

HUMAN EMOTION

The second test connects the light sensor and the stepper motor together so that the speed would not be expressed only by numerical data, but also showed by the stepper motor directly: the rotation speed.


BASIC FORM IDENTIFICATION

Firstly, as the device need to be used to reflect top skylight, the position also need to considered avoid walls. Secondly, there is a lift in the room, so the device cannot be set there. The staircase surround the lift as well. The spatial charaters are quiet important points to decide how to set the machine.

The density of these points is to express the position of obstacles such as walls, and the gap distances decide the scale of the device. Furthermore, the points are also used to provide possibilities for installing the machine.

A voronoi geometry is chosen as a fendermental form to identify reflective objects on the installation. Through this way, each object can get a independent place which would not intersect the others, to make sure they can rotate by any angle to provide more possibilities for the change of spatial atmosphere.


However, each voronoi geometry is unbalanced. As a result, a grasshopper definition is used to balance it.

Transforming the polygon to circle so that the rotation of reflective objects can be rotated to any angle. They will not intervene each other at the same time. Specially, the circles cover the whole plan but the place which has a lift cannot be used to set device.

As the scale of these geometries express the density as well, which means the smaller of the area, the closer it is to the obstacle. Only when the volume is larger than a value, the circle will be used to build the device. Finally, there are eight domains creating to establish the installation.


LIGHT REFLECTION


To actuate the machine, a light sensor is set to collect solar data to drive the device. With the change of the light, from bright to dark, the data will be transformed to digital data from 0 to 1023 firstly. Next, the numerical data will be calculated to express the speed of the gears. If it is bright , the speed will be fast vice versa. Because it is almost dark in the evening, the machine runs quite slow.




ASSIGNMENT III

MATERIAL/VIRTUAL INTERIOR PLACE Individual

"Camps result from the exceptional circumstances of conflict, natural disaster, displacement, and marginality with increasing frequency and ever-greater facility." In this assignment, an interior space will be designed for a fictitious protagonist. Parzinal (Wade Owen Watts) , who is from Ready Player One which is a novel as well as a film lives in the future when the virtual reality has been an important part in real lives of people: as long as having a VR device, anywhere can be set a shelter, is selected to be the protagonist.

The Stacks


"...a sprawling hive of discolored tin shoeboxes rusting on the shores of 1-40, just west of Oklahoma City's decaying skyscraper core. It was a collection of over five hundred individual stacks, all connected to each other by a makeshift network of recycled pipes, girders, support beams and footbridges. The spires of a dozen ancient construction cranes (used to do the actual stacking) were positioned around the stacks' ever-expanding outer perimeter..."

The novel called Ready Player One was published on August 2011, a film adaptation of the same name was released on March 2018 as well. The narrative happens in the 2040s where the world is affacted seriously due to the energy crisis, the consequence of global warming and the overpopulation. To escape from the declining world, people rely on the OASIS - a vurtual reality which provides users a utopian world within reach where they can do almost everything including socializing, working or earning money. The protagonist is Wade Owen Watts, his alias is Parzinal in the virtual world...

Wade lives in Oklahoma City in the stacks, and he also has a small 'secret' space at the bottom of one stack. The stack is a high-density residential area supported by the solar panels providing supplemental power on the top of stacks. According to the description from the novel, there are many facilites to make sure that the basic energy can delivery to each stack such as hoses and corrugated tubing supplying water and carrying away sewage.


COMBINATION OF VALUABLE SPACE

SUNLIGHT

ENVIRONMENT CONDITION VENTILATION

SHELTER(RAIN)

SLEEPING AREA

READING AREA

HUMAN ACTIVITIES

VR TREADMILL DINING AREA

PREPARE FOR FLUID SIMULATION The conditions including environment and human activities are abstracted to be simple geometries. Join the environment condition with the human activiteis to get the whole factors which could affact the place. The space should be positive for human living, and the fluid simulation will pass through to create the negative place such as walls.

FLUID SIMULATION The combined shape from previous analysis is positive place which reflects the space for human activities, and the rest space is negative space such as wall, furniture or other structure. Use the digital tool: MAYA, to simulate fluid to pass through the positive shape to create a form for negative space.



MATERIAL/VIRTUAL INTERIOR PLACE


FLUID FORM OF THE PLACE The fluid simulation creates a fluid surface for the space as the flowing through the 'positive place'. The space is defined by the movement from who lives in as well as the environmental factors such as sunlight or ventilation.


ASSIGNMENT IV

THE INVISIBLE INTERIOR Individual

"The intent is to investigate the critical nature of the lack of housing in Hobart, the profile of the groups who are experiencing this problem." The final section of this research, which is an experiment happening on a real site, represents how to redefine more possibilities for a finite room. Feeling in a visible space, sharing with invisible others. Spatial qualities lets people living here feel occupancy of the whole room, spatical division reveals the reality of sharing space.

SITE OUTLINE - DOMAIN HOUSE In 1848, a grand neo-Gothic sandstone architecture was built up for the High School of Hobart Town. After approximately half a century of management, the, the right to the operation of the high school was handed to Christ College. This building was sold to the University of Tasmania in 1892 until 1962 as the movement of the main university campus. Over the proceeding decades, Tasmanian School of Art took over this build as well as other educations until 1960s. It was left vacant for about 15 years, and then went to a poor situation of disrepair and decay. Until 2011, the University of Tasmania started to repair the build and prepared to take it back to one part of university. Now, the architecture is undergoing conservation and restoration.


TASMANIA ACCOMMODATION MARKET ANALYSIS - QUANTITY OF VISITORS *Source: Tasmania Visitor Survey - Total overnight visitor YE March 2002 - 2018 (Tourism Tasmania) 0

TOTAL ANNUAL VISITORS

1,400,000

2002 2003

The graph illustrates the the total quantity of overnight visitor increasing to approximately 1.4 million from 2002 to 2018. Comparing 2017 and 2018, although the amount of day visitors has nearly doubled, the figure of overnight visitors is much more than the other. Most of the visitors prefer to stay in Tasmania more than one day during their travel.

2004 2005 2006 2007 2008 2009 2010 2011 2012

2017

2013

2018

28,900

2014

41,200

DAY VISITORS

2015

OVERNIGHT VISITORS

2016

2017

1,240,800

2017 2018

2018

1,277,300

1,318,500

2019 2020 2021

TASMANIA ACCOMMODATION MARKET ANALYSIS - ACCOMMODATION TYPES *Source: Tasmania Visitor Survey - Accommodation used YE March 2015 - 2018 (Tourism Tasmania) 51.6%

18%

16% 13%

9.6% 5.8%

0

53884 71024

I

II

4%

5%

130228 146211

III

10%

IV

7.3%

7.5%

208891

237746

359166

615096

V

VI

VII

VIII

700000

I. Youth Hostel or Backpackers II. Wilderness Lodge III. Other (Own Property, Camping on Public Lands) IV. Caravan Park V. Rented House, Unit & Serviced Apartments VI. B&B, Airbnb and Guest Houses VII. Friends/Rela�ves Home VIII. Hotel/Motel

11% 16%

18%

28%

48%

According to the data about the accommodation types that visiors prefer to select as well as the proportion of each type, the amout of choosing Airbnb has risen up by as much as 51% since 2015. Airbnb is indeed the most popular type of accommodation in recent years. Through analyzing the characteristics of it, the visitors can be roughly divided into two groups.

SLEEPING PLACE

SLEEPING PLACE

LIVING PLACE

LIVING PLACE

GROUP_A

Spand much time on traveling outdoor. Accommodation is almost for sleeping so that it does not have to be too big.

GROUP_B

Relaxation is the main purpose. The accommodation need to be bigger to adapt to the usage.


DESIGN CONCEPT The conceptual idea comes from the research above. Firstly, the design is to develop the accommodation type of Airbnb or any similar mode. Sharing room is one of the characteristics of Airbnb. However, general sharing seems like a kind of functional sharing, which means people still live in their own room for except any other sharing functions. Another characteristics is that Airbnb always can provide a place for living like home. Comparing both, the latter is a kind of occupancy, rather than sharing like the former. To combine them together, the concept of this project is to create a real spatial sharing:

QUESTION ONE: SPATIAL DIVISION How to separate the room to make sure that the feeling is not occupying half of the room? Normally, if the room is divided into two spaces by traditional way (such as cutting in half), it is obvious for people to feel that it is just half of the room. However, a geometry called minimal surface provides a way to divide space. As the figures showing that, the cube is divided into two parts: A and B. Each of them are reach to different coners of the cube. The change of the direction, as well as the height or angle, can make the single space become more multiple. The feeling when someone comes in should be different with the traditional way cutting space.

visible occupancy of room, invisible reality of sharing space.

To achieve that, there are two questions which need to be answered. As the spatial sharing happening in a single room, how to organize the functions due to each of the spaces being minimal. Furthermore, how to separate the room to make sure that the feeling is not occupying half of the room.

QUESTION TWO: SPATIAL SCALE How to organize the functions in both of the two spaces to make sure it is feasible for usage? Referring to Ready Player One, there is a tight link between the qualities created by human activities and the qualities represented by the space. In fact, the background of Ready Player One is Cyberpunk: "Cyberpunk is a subgenre of science fiction in a futuristic setting that tends to focus on a "combination of lowlife and high tech" featuring advanced technological and scientific achievements, such as artificial intelligence and cybernetics, juxtaposed with a degree of breakdown or radical change in the social order."

PRVIATE

PRVIATE

SHARING

SHARING x PRVIATE

The design for organization of minimal living is one of the characteristics in Cyberpunk, which give ideal possibilies for minimal living although different stories are based on different background. There are many examples about minimal living in reality, which are closely related to the spatial qualities. Whether the living conditions provided by them are livable or not, people who live there can feel at home because of the qualities they create.


Traditional spatial division. A

Minimal surface (Type: Batwing)

Boundaries

Spatial division

B

*Inspired for minimal living by Cyberpunk

*Minimal living in real situation. (Hong Kong Walled City)

No too much place, no enough lighting, no confortable environment, but the occupancy makes him feel at home.

*Minimal living in design practice. (Nakagin Capsule Tower in Tokyo)


DOMAIN HOUSE FLOOR PLANS

There are different scales of rooms in Domain House, which can be divided into large rooms and small rooms. In most cases, each room can be shared by two people (or families) from a same Group (mentioned above). For instance, a large room can be separated into two large spaces for two groups from Group_B. Nevertheless, there are two places connecting two rooms. As a result, the third combination appear: each room provides one space for two Group_A respectively, and the two rooms combine together for one Group_B.

B+B A+A

A+A

GROUND FLOOR 1:500@A4

B+B

B+B

A+A

A+A

PROJECT NORTH

A+A

A+A

SECOND FLOOR 1:500@A4

A+A

PROJECT NORTH

A+A

A+A

A+A

A+A

FIRST FLOOR 1:200@A4

PROJECT NORTH


Small room shared by two Group_A Large room shared by two Group_B Two rooms shared by one Group_A & two Group_B

B+B

B+B

A+A

A+A

This assignment will take one of these places as an example to explain the concept of spatial space.

2A + B

2A + B


FUNDAMENTAL PRINCIPLE

According to the concept: firstly, the spaces, which have similar functions with Airbnb, are constructed for visiors who are suffering from the situation of homelessness because of a short-term traveling as well as the shortage of accommodation. Next, to make the visiors feel at home, a sence of occupancy need to be build up during their living time. The qualities of the space will be defined by the form, the environment, the building as well as themselves. They will take part in the construction since the familiar functions could help them adapt the space as soon as possible, to feel the occupancy. Overall, the form should be a temporary structure, and fabricated whenever a new visitor comes. Once the visitor leaves, it should be deconstructed for next visitor. A simple circular chain is identified. With the support of digital technology, the whole process including data collection, spatial organization, digital modeling, fabrication, material recycling, etc. will be run around the space.

STA

Function Library: various functions represented by different furnitures for guest selection.

According to the limit of the room size, the rule allow visitor A to choose three his prefer function which he want to use from the Function Library.

Based on t that Visitor A B from to de size of the r or small. The one room own spaces r

FORM DEFINITION

I

After the arrangement, a digital model is built up automatively, and the next step is the analysis of structure to make sure which part need to be filled.

FABRICATION

pr


ART Visitor B also need to select three furnitures represnting different functions from the Function Library.

the gruops A and Visitor etermine the room - large ey will share with their respectively.

The computer will calculates the functions selected by them and arranges these furnitures randomly, based on the division mode of minimal surface at the same time.

When all parts are ready, a plastic 3D rinting processing start via robots.

New recycled materials will be ready for next 3D printing fabrication.

RECYCLING

The recycling process: all the used objects (plastic) are collected and crushed by specialized machines, and then poured into another machine which can fuse and recreate the tiny particles to be the raw materials for 3D printing. The whole process happens in the big hall.

The staffs fabricate the form in the target room before the visitors arrive.

Visitors leave...


The function of walk path is expressed by stairs. This is default function that everyone has. As the limitation of the spatial scale, the space cannot be filled with all other functions. The walk path need to be used to organize the circulation.

Visitor A from GROUP_A

r we sho er n: show o i ct e: Fun nitur Fur

Function: reading Furniture: table&chair

Visitor C&D from GROUP_B Fun Fur ction nit ure : stor : ca age bin et

PROCESSING A almost full process will be represented from this page. Visitor B from GROUP_A


Function: sleeping Furniture: bed

Function: sitting Furniture: sofa

Function: shower Furniture: shower

Function: sleeping Furniture: bed

Function: storage Furniture: cabinet

Function: shower Furniture: shower

Function: sleeping Furniture: bed

Function: sitting Furniture: sofa

Function: cooking Furniture: oven

Function: sleeping Furniture: bed

Function: reading Furniture: table&chair

Function: storage Furniture: cabinet



II

ISOMETRIC VIEW 1:100@A4

ANIMATION FORM An organic way is desided to create the structure. The form will grow up from the ground and then fill the room. As the identification determined by the positions of each function. The growing form will avoid these positions, as well as some environmental qualities such as light.


STRUCTURAL OPTIMIZATION

STRUCTURAL STRATEGY

A topology structural optimization will be on this structure as the irregular shape. This step is to find out the stressed component, because the materials will be printed by two different way. After the structure analysis, each part on the form could be judged if it can be used to support the structure. This result would influence the 3D printing outcome directly. Generally, depend on the pattens infilled in the material, the outcome from 3D printing can be divided into many types. For this project, if the object is identified as a structural components, the 3D printer will give it an almost 99% infilled rate; if not, the function of this part is just a wall to separate space, which means it does not have to get a full printing.

DIFFERENT INFILL PERCENTAGE OF MATERIALS:

20%

50%

75%


ROOM A

ROOM B






03 House Revisited

Form-finding Architecture

School: The University of Melbourne Studio 20: How Virtual Becomes Real Corrdinator: Alberto Pugnale, Atreyu de Lacy Project Type: Individual Work Applied Software: Rhinoceros, RhinoVault, Grasshopper, Revit, Lumion, Photoshop, Illustrator... Date: 5.2018-7.2018 (8 weeks) Site: Fhillip Island, Australia

"In architecture and structural engineering, formfinding identifies the process of designing optimal structural shapes by using experimental tools and strategies, i.e. physical model, to simulate a specific mechanical behavior." This part illustrates the works undertaken in MSD Studio 20: How Vitual Becomes Real, which focuses on the digital technique and fabrication method of form-resistant structure. In the first five weeks, three generally types of form-finding: timber gridshells, pneumatic shells and Armadillo vault, are tested by digital and physical models to explain the principle of each form, as well as provide a deeper understanding of form resistant structure for us. At this stage, structure itself is the most important aspect. After working with typical form-resistant structures, we move to redesign for Pillip Island House by form-finding way in the last five weeks, which explore how to apply 'form-finding' on a real project. As a result, the most significant items of design are not only structure or form but also functions and spaces. How to address the relationship between form, usage and every aspect of architecture, is the key of 'how virtual becomes real'.


PHILLIP ISLAND HOUSE REVISITED

A practice of form-finding which include whole architectural elements


CONCEPT Before I start my design, I list and classify required functions to find some relationship between each of them. In my opinion, two parts can be used to identify them, which are Regular Space and Free-Form Space. The former means that the function is more important than other aspects so that a normal shape of space could be used easily. By contrast, the other one could be more free for interesting space. REQUIREMENT Regular Spaces: Entry(Reception) Offices Suites Massage Room Sauna(Closed Space) Changing Room & Toilet Lap Pool Free Form Spaces: Cafe Tea House Communal Aera(Garden, Square) Small Pools DESIGN In my project, regular spaces are set around the square which is used to place special form to create an irregular space. There are some pools, some tea house and some public aera, such as small-scale garden or mini square, which are not identified any specific function. Most of their functions will be confirmed after human activities because, I believe, free space could give more possiblities for functions.

This site is located in the south coast of Phillip Island where can provide a picturesque view of sea.


0m

* SITE

-10m

ENVIRONMENT

ENTRANCE SURROUNDING ENVIRONMENT SURROUNDING ENVIRONMENT

FLOOR PLAN

ENTRY

ALTITUDE ALTITUDE ALTITUDE

NEIGHBORS NEIGHBOR NEIGHBOR 20m 20m

BUILDING BUILDING

10m 10m

ROAD ROAD

0m 0m

* SITE* SITE

-10m-10m

ENVIRONMENT ENVIRONMENT

SURROUNDING ENVIRONMENT SURROUNDING ENVIRONMENT

ENTRY ENTRY

ALTITUDE

NEIGHBOR


PROPOSAL DRAFT


PROPOSAL DRAFT


STRUCTURAL RESEARCH Digital model can be used to understand the property of structure, and physical model tests the materiality and provides a way to achieve this form in reality.

FORM-FINDING WITH PHYSICAL MODEL Pull a fabric following the form-finding principle to create this kind of minimal surface.


DISPLACEMENT ANALYSIS IN KARAMBA






PHILLIP ISLAND H

A practice of form-finding which inc


HOUSE REVISITED

clude whole architectural elements


04 Other works I. Physical Model Making School: The University of Melbourne Thesis Studio 05: Interspecies Corrdinator: Stanislav Roudavski Project Type: Individual Work Date: 2019 Site: Melbourne, Australia

D-solve PLA 3D Printing x Plaster Casting

Mould dissolving process



04 Other works II. Parametric Research School: North China University of Technology Project Type: Individual Work Applied Software: Rhinoceros, Grasshopper, Excel, Photoshop, Illustrator... Date: 2016 Site: Beijing, China Mortise and Tenon Joint x Parametric Design



04 Other works III. 3D Scanning & 3D Printing Earring School: The University of Melbourne Project Type: Individual Work Applied Software: Rhinoceros, ZBrush, Artec Studio. Applied Equipment: Artec Eva Date: 2018

3D scanning for full-size toy bear by Artec Eva (3D Scanner).

Optimization for the digital model in ZBrush.


Optimization for the digital model in ZBrush.

Optimization to be printable model in Rhino.



THE END from Shuaiwei Li Thank you for your time! Hope you enjoyed!



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