MindCraft
MINDCRAFT MARCH ARCHITECTURAL DESIGN 2018-19 THE BARTLETT SCHOOL OF ARCHITECTURE | UCL
RC9 2018-19
Research Cluster 9
TUTOR SOOMEEN HAHM, ALVARO LOPEZ RODRIGUEZ MEMBER HUILIN ZHANG,LEMENG RAN,HONGYU PAN,PENGCHENG ZHAI
MINDCRAFT BartlettAD | RC9
TUTOR SOOMEEN HAHM ALVARO LOPEZ RODRIGUEZ
MEMBER HUILIN ZHANG LEMENG RAN HONGYU PAN PENGCHENG ZHAI
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CONTENTS | INITIAL RESEARCH CHAPTER 01 EARLY STAGE DESIGN EXPERIMENTS
- CIRCLE PACKING
- INTERACTIVE-GENE - FLUID DYNAMICS
| MINDCRAFT CHAPTER 02 PROJECT INITIAL RESEARCH
CHAPTER 04 CURRENT STAGE DESIGN
- REFERENCE
- MATERIAL TEST
- MATERIAL TEST
- DIGITAL DESIGN | INNER LOGIC
- FABRICATION METHOD AND PROCESS
- DIGITAL DESIGN | GENERAL LOGIC
- DIGITAL DESIGN LANGUAGE
- FABRICATION METHOD IMPROVEMENT
- ARCHITECTURAL PROPOSAL
CHAPTER 03 PREVIOUS AUGMENTED REALITY RESEARCH
CHAPTER 05 AUGMENTED REALITY APPLICATION
- AUGMENTED DESIGN
- AUGMENTED REALITY FABRICATION WORKFLOW
- AUGMENTED FABRICATION
- INTERFACE
CHAPTER 06 ARCHITECTURE DESIGN - BPRO SHOW DESIGN - ARCHITECTURE PROPOSAL
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ABSTRACT Base on our research cluster topic, we combine the project design with the use of AR technology to achieve human-machine interaction. At the same time, we conducted a wealth of material research to optimize our design based on material characteristics and research results. The use of AR technology not only makes our design process more human subjective, but also makes our fabrication process more intuitive and clear. In the first two chapters, we will introduce some of our previous research, including design language and a variety of material research and testing. Mainly can be divided into three design projects, Circle Packing, Interactive-Gene and Fluid Dynamic. Each project has its own different focus and elaborates on different design logic. After the basic research, we began to combine material research, design language and AR technology to design and generate. This is the content of our third chapter, Mindcraft. In this chapter, we focus on the interaction between human and machines through both digital design process and fabrication. We are also aiming to embrace our design with Human-AR collaboration. We utilise wood and steam bending to transform our digital design to real physical sturcture. Base on wood behaviour, we explore a way that made HoloLens as an indispensable tool in the design and fabrication process.
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CHAPTER 01 | EARLY STAGE DESIGN EXPERIMENTS - CIRCLE PACKING - INTERACTIVE-GENE - FLUID DYNAMIC
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EARLY STAGE DESIGN EXPERIMENTS | FABRICATION
PATTERN STUDY Before we determined which coating to use, we began to consider the effect of different textures on the hardness of the fabric. So we tried different textures and compared them.
Type A The textures on both sides are distinctive and have some stability and extensibility.
Type B This texture is ideal for making curved surfaces, especially for the back.
Type C There are too many arches and empty spaces in the texture, making this pattern very easy to be flattened.
Type D The production process is the easiest, but it requires external force to keep the pattern.
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A-1 processing
A-2 processing
A-3 front side
A-4 detail of back side
A-5 detail of front side
B-1processing
B-2 front side
B-3 back side
B-4 detail of front side
B-5 detail of back side
C-1 processing
C-2 processing
C-3 back side
C-4 detail of back side
C-5 detail of front side
D-1 processing
D-2 front side
D-3 back side
D-4 detail of front side
D-5 detail of back side
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EARLY STAGE DESIGN EXPERIMENTS | FABRICATION
TOLERANCE TEST Initially, we hope to find a way to make the soft fabric harder and support itself. We used different paints and coatings and combined them with the fabric to test their effects on the fabric, including hardness, elasticity and ductility.
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None
PVA Glue
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Double Acrylic
Stick & Spray Mounting Adhesive
Fabric Stiffening Spray
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Coating
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Felt Sheet
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Coating Testing
Hardness Testing
Hardness
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Elastic
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Extensibility
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EARLY STAGE DESIGN EXPERIMENTS | FABRICATION
SINGLE COMPONENT MAKING PROCESS In the initial stage of making physical models, we started with finding a way to make the single compoment first, and then to use the individual elements to build the larger structure.
Acrylic Panel
Resin
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Wood Stick
Foam Tube
Wood + Rubber
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EARLY STAGE DESIGN EXPERIMENTS | FABRICATION
WEAIRE–PHELAN STRUCTURE
The Weaire–Phelan structure is a complex 3-dimensional structure representing an idealised foam of equal-sized bubbles. We assembled 6 individual components in the same size to find the logic of how particles can be gathered to form a structure with the least area of surface between them.
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There is an inetersting observation that one individual structure can be splited into 12 surfaces that one connects to another.
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EARLY STAGE DESIGN EXPERIMENTS | CIRCLE PACKING
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CIRCLE PACKING
The goal of our project is using a simple and diverse set of elements, through the logic of cell aggregation and growth, while adding rich color changes, a variety of curved surfaces are formed. Also, the surface can change shape and size by self-growth of the cells. We studied circle packing and used it as our design logic to form a rich surface shell. In the fabrication section, we tried many different materials, including felt sheet, tracing paper, plywood, and acrylic. In the end, we chose acrylic as our main material, and based on this, we tried different shapes and sizes of components. By varying the size and direction of the curved surface, different architectural proposals can be formed, such as chairs and pavilions.
EARLY STAGE DESIGN EXPERIMENTS | CIRCLE PACKING
CIRCLE PACKING ALGORITHM
1. Setting Circle Randomly
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2. Adding Force To Move Circles To The Center
3. Colliding
4. Stable Structure
1. Setting A Container
2. Pouring Out The Circle Into The Container
3. Stable Structure
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EARLY STAGE DESIGN EXPERIMENTS | CIRCLE PACKING
SHAPE RESEARCH CONNECTION RESEARCH | ENWINDING we also try another type of circle that is plastic spring ring. It has a certain hardness and can support its own form. We connect the plastic rings together by its own spiral texture, which can form a variety of morphological possibilities and rich morphological changes.
Advantage 1. easy to combine and connect, can be stretched to shape 2. the basic unites can growth in all direction and form a complicated shape Disadvantage 1. the material is not strong enough 2. the shape cannot be stable
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EARLY STAGE DESIGN EXPERIMENTS | CIRCLE PACKING
SHAPE RESEARCH | SELF-SUPPORTING CONNECTION RESEARCH | MORTISE AND TENON JOINT (INSERT) We chose the sphere as the shape of our basic elements. The ball was a 3d form, so it could be connected to another unit in any direction for maximum self-growth. At the same time, the ball and the ball could be squeezed each other to form a self-supporting form. Plywood has a certain hardness to ensure the stability of the shape. To execute a precise physical model, we used laser cutting.
Advantage 1. the shape can growing in all direction 2. the unit connect together without glue or other materials Disadvantage 1. too random to control the shape 2. plywood isn't strong enough 3. the connection isn't stable
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EARLY STAGE DESIGN EXPERIMENTS | CIRCLE PACKING
SHAPE RESEARCH | ACRYLIC CIRCLE We choose the ring as our basic form. First we built the basic unit model in rhino, then obtained the basic acrylic sheet by laser cutting. Next we bonded the acrylic sheet together with acrylic glue to form the basic unit. We have made rings of different sizes, so that we have more possibilities of form in the process of generation, while the form will be more abundant.
Model Making Process
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SHAPE RESEARCH | ACRYLIC CONE We also tried to use the cone as the basic unit, which can reduce the gap between the unit and the unit, because they can be close to the surface. The other generation logic is the same as the previous one.
Model Making Process
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EARLY STAGE DESIGN EXPERIMENTS | CIRCLE PACKING
SHAPE RESEARCH | ACRYLIC BENDING CONE
Mould Making Process
First, in order to bend the acrylic sheet better later, we need to make a conical mold with wood strips. We consulted the b-made teacher who guided us on how to make the mold.
Bending Process
In the second step, we used a thermal spray gun to heat the acrylic. After the acrylic sheet becomes soft, we quickly enclose it outside the mold and wait for it to cool and set. Repeated heating and cooling are required to obtain a perfect cone.
Connecting Method
In the third step, we connect the curved acrylic cones together with a cable tie. When laser cutting the acrylic sheet, we cut a circular hole in each acrylic sheet, which is convenient for connecting each cone with a cable tie.
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EARLY STAGE DESIGN EXPERIMENTS | CIRCLE PACKING
CIRCLE PACKING FLOW ALONG SURFACECE Process ( Top View )
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Process ( Perspective )
Color Grow Along Surface Process ( Top View )
Process ( Perspective )
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EARLY STAGE DESIGN EXPERIMENTS | CIRCLE PACKING
CORN PAVILION PROPOSAL
Arch — Pavilion
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Circle Packing : Flowing along the surface of pavilion
Cone
Final Proposal
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INTERACTIVE-GENE
Architecture is understood as not just a building but as a dynamic spatial arrangement through the design process. We preceive architecture by interacting with it through our varied senses such as gesture, touch, sound, visual, taste, etc. The aim of our design is to explore Generative Design and Interactive possibilities and assess its role in the architectural field. The design we produce is a certain generated shape that created by the sound data from several songs and audio tracks. We are interested in interacting with our design by letting sound visualize it: it’s fascinating what can be achieved by changing predefined variables and by using different sound sources.
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EARLY STAGE DESIGN EXPERIMENTS | INTERACTIVE-GENE
POLYHEDRAL GROWING LOGIC The logic of polyhedral growing is that every step extruding the surface of the polyhedral along its normal vector, and we test different polyhedrals of 4, 8, 20 surfaces. Each growing stage of the initial object resulted in its own geometry, and the more surfaces the polyhedral has, the messier structure comes out.
After adding the number of surface of a basic polyhedral it would finally become a sphere.The normal of the sphere surface containing unlimited vectors.
Tetrahedron
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Octahedron
Icosahedron
Sphere
DIAGRAM TEST
4 Surfaces
8 Surfaces
20 Surfaces
Unlimite Surfaces
Stage 1
Stage 2
Stage 3
Stage 4
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EARLY STAGE DESIGN EXPERIMENTS | INTERACTIVE-GENE
ADDING HUMAN VOICE TO GENERATING PROCESS HUMAN - DESIGN INTERACTION CONCEPT Moving Point
Static Point(Speed) 1. Moving point, which is a given distance away from the static point.
2. Each step the moving point moves a tiny bit into a randomly chosen direction.
loudness loudness 1 1
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loudness
loudness
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Voice Input 0.5
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11. the number of moving points should increase with the size of the static point’s bounding sphere.
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10. Another idea is to have multiple points moving around simultaneously.
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4. If there’s no static point close by, the point moves again, choosing a random direction.
3. After the point moved. It checks if there is any static point within a given distance.
5. If after some steps the moving point finds a static point within its vicinity…
loudness loudness loudness5 1
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0.5 0.5
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loudness
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0.5 0 1 1 0.5 0.5 loudness 1
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loudness
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9. If they move away too far, we put them back close to the outside of bounding sphere.
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6. extract music 1 and assume music into aggregation logic
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8. We check if they move too far outside the static point’s bounding sphere.
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7. It turns into a static point itself, and spawns another moving point, a given distance away.
loudness 1
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EARLY STAGE DESIGN EXPERIMENTS | INTERACTIVE-GENE
ADDING HUMAN VOICE TO GENERATING PROCESS HUMAN - DESIGN INTERACTION OUTPUT
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Particles Growing To A Structure As the Sound Comes Out
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EARLY STAGE DESIGN EXPERIMENTS | INTERACTIVE-GENE
ADDING MUSIC INTO GENERATING PROCESS DIGITAL SIMULATION OUTPUT LISTS
Track 1
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Track 2
Track 3
Track 4
Track 5
Track 6
Track 7
Track 8
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EARLY STAGE DESIGN EXPERIMENTS | INTERACTIVE-GENE
ALGORITHM 5 FLOWING CURVE | PROPOSAL - CHAIR Based on the build logic we designed earlier, we can combine human activities with computer data. In our design, the bubble can create a chair along the curve we designed. This is just one of the forms we tested. We first customized three curves to form a chair. Then we import the data we collect, and the data comes from human activities. Finally we can create a custom chair.
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0.5 0
Each Point has Vectors
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Loudness
Phase
After Calculation
Movement
Chair proposal
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EARLY STAGE DESIGN EXPERIMENTS | INTERACTIVE-GENE
ALGORITHM 5 FLOWING CURVE | PROPOSAL - PAVILION After the design and generation of the chair, we also tried the design of the pavilion. The logic and generation process is the same as before. In our design, designers or ordinary participants can design their own chairs or other items according to their own preferences and needs. At the same time, use your own voice and words to generate your own design, in order to achieve the purpose of interaction between people and machines.
Pavilion proposal
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Pavilion Proposal - Rendered Views
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EARLY STAGE DESIGN EXPERIMENTS | INTERACTIVE-GENE
PHYSICAL MODEL MAKING BUBBLE AGGREGATING STRUCTURE We took sphere as our initial individual component to refer the form of a particle. Since the structure of the digital model is made by a branch of particles that sticks with each other. Our basic concept of phygsical model is to aggregate all the bubbles of different sizes, and to find a connecting tool that not only can establish a stable structure, but also connects all the components as tight as possible.
Basic Material
Stocking
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Model Making Process
Foam Ball
1. Foam Balls
2. Use Stocking
3. Put Foam Balls in
4.Inserting Process
5.Shaping the Structure
6.Twisting
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FLUID DYNAMICS
Fluid dynamics is “the branch of applied science that is concerned with the movement of liquids and gases.� Our project is based on the study of fluids and how forces affect them. The movement of fluid is variable, complicated and continuous, hence we aiming to exploring how the fluid will move and change its way of behaving after applying with a force, and then generates a unique gesture. With this observation we will find a material and a method to produce a physical model that imitate this movement properly.
EARLY STAGE DESIGN EXPERIMENTS | FLUID DYNAMICS
PARTICLE MOVEMENT STUDY The idea Fluid Dynamics is based on applying a field of either strength or force with directions to a series of fluid particles, in order to control their movement and generate certain shapes that under the logic that designers give to the object.
1. Freely moving particles
2. Add one force
3. Add two forces
4. Stretching particles to all directions
5. Rolling particles
6. Strengthening force
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Coriolis Influence
Collider Influence
Noise Disturb
There are many parameters we can use to control the movement of fluid. Of which shows below are the four basic types types that we are goingto use in following stimulations.
Gravity Fall
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EARLY STAGE DESIGN EXPERIMENTS | FLUID DYNAMICS
FLUID CONTROL TEST CATALOGS
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EARLY STAGE DESIGN EXPERIMENTS | FLUID DYNAMICS
CUP GENERETING PROCESS
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1. Collider Stimulation
2. Generate the Cup Mesh Form
3. Force Stimulation
4. Generate the Handle mesh Form
CUP RENDERED VIEWS The generation of cups mainly divided into two parts. The first part is to generate the cup body using a circle emitter and cylinder collider. The second part is to generate its handle with two-side square emitter.
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EARLY STAGE DESIGN EXPERIMENTS | FLUID DYNAMICS
CHAIR GENERETING PROCESS
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1. Emitter&collider
2. Add Forces
3. Stimulation
4. Mesh Form
CHAIR RENDERED VIEWS The chair design is based on using a sitting human 3D model as the collider, then to emitting fluid to hit the back of the model. As a result, we can form a space that is suitable for sitting.
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EARLY STAGE DESIGN EXPERIMENTS | FLUID DYNAMICS
PAVILION GENERETING PROCESS This pavilion mainly consist of 4 parts: standing area with table; sitting area with bench; children path and adult path. Human-based collider is the main element to generate spaces. Emitters of different level is used in order to meet different demand to height. The Forces in this test are simply gravity and noise disturb.
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Human Reference
Add Collider
Stimulation
Add Detail(Bench&Table)
Emitter & Forces
Combination
Initial Setting
Mesh Form
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EARLY STAGE DESIGN EXPERIMENTS | FLUID DYNAMICS
PAVILION RENDERED VIEWS FRONT VIEW
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PAVILION RENDERED VIEWS BACK VIEW
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Table
EARLY STAGE DESIGN EXPERIMENTS | FLUID DYNAMICS
Children Path
Pavilion
Space Distribution
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Pavilion
Sitting Area
Adult Path
Space Distribution
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EARLY STAGE DESIGN EXPERIMENTS | FLUID DYNAMICS
MATERIAL RESEARCH | 3D PRINTING While executing the digital model, there are so many practical conditions of choosing a material should be considered: hardness, stability, efficiency, transparency, cost and so on. Moreover, the design of fluid usually requires more on illustrating smooth structure and clear generative layers. Hence many Fluid idea object use mechanical printing method to achieve this goal. Robotic printing and 3D printing are quite common methods for this kind of execution.
Polymaker PolyPlus Translucent ClearPLA – 1.75mm
Strong but cooling slowly
Supporting Structure Needed
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Right View
Left View
Front View
Detail
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CHAPTER 02 | PROJECT INITIAL RESEARCH - REFERENCE - MATERIAL TEST - FABRICATION METHOD AND PROCESS - DIGITAL DESIGN LANGUAGE - ARCHITECTURAL PROPOSAL
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PROJECT DESCRIPTION
Inspired by the works of architects and artisan that use wood as their material to create and produce unique and meaningful works, our current project is to use curve wood as our main material and focuses on the interaction between human and augmented reality through both digital design and fabrication process. The fabrication process has started from material testing and different fabrication method with using holographic images provided by HoloLens. During the fabrication process, we were using AR technology to materialize multiple components which cannot be produced by only human handwork and basic industrial production tools. After studying a variety of bending tools, such as the pin mould and scaffold system, we finally designed a customizable spatial frame for our design project to meet our needs for making a large amount of complex three-dimensional curves. Meanwhile, we also improved the steam processing and fixing method of wood components, and explored the possibility of our customizable spatial frame as the future development of the wood bending tool. We utilize wood and steam bending to explore a new architecture structure with these design languages: vector field, branch growing, vector flow and nursery. We are also aiming to embrace our design with Human-AR collaboration, and we designed our own AR user toolkit to provide intuitive guidelines for the public and designers, including digital design and physical model fabrication. Base on wood behavior and material test, we explore a way that made HoloLens as an indispensable tool in the design and fabrication process. This workflow maintains human individual initiative and impression, and avoids the simple mechanical labor of human.
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PROJECT INITIAL RESEARCH | REFERENCE
AR AS MAIN TOOL FOR DESIGN AND FABRICATION Using AR into the designing process helps users and designers immerse themselves in the mixed environment, so that they can fully provide their mood, sense, and action in the illusional space. Which makes the design has deeper interaction with human.
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PROJECT INITIAL RESEARCH | MATERIAL TEST
VENEER WORKING PROCESS OF LAMINATION METHOD Veneer is felexible and easy to bend without any treatment. However, due to its flexibility, it hards to hold a new shape after bending. Therefore, we spread glue on top of one of wood strips and the glued strips will hold the wood in the bent shape.
Material and Tool
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veneer
glue
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clamps
clamps
Bending Process
holding certain shape
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sticking two layers together
detail of two layers
Physical Model
Veneer Panel
Twist * 1
Sample 1
Dry-time Operation Convenience
Veneer Panel
Sample 1 * 3
Sample 2
Dry-time Operation Convenience
Veneer Panel
Twist * 4
Sample 3
Dry-time Operation Convenience
Sample 4
Dry-time Operation Convenience
Veneer Panel
Bend From Two Side
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PROJECT INITIAL RESEARCH | MATERIAL TEST
MATERIAL TEST | SOLID WOOD In oder to choose sutiable material to bend , we need to test following characteristics : hardness, smallest bend radius, straightness of grain, knots , steam time (change moisture content into 25%), dry time.
Beech
Hardness
Smallest Bend Radius
Knots
Straightness of Grain
Price
Steaming Time
Dry Time
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Oak
Cherry
Ash
WORKING PROCESS OF STEAM BENDING We choose steam bending to process wooden strips. The aim is to make wood pliable which can be bent by hand into specific shape. This woodworking technique can be divided into 2 steps. Firstly, using steam manchine to apply the heat and moisture to the wood. After several hours, we bend wood and left it on the mould. After drying, the wood will hold a new shape.
Steam Machine
Steam Source : generate steam to apply heat and moisture
Steam Box
Steam Process
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PROJECT INITIAL RESEARCH | MATERIAL TEST
MATERIAL TEST | SOLID WOOD | CHERRY Material and Tool
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cherry
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clamps
Bending Process In this test, we use clamps to assist wood strips to hold new shape. The tool is quite strong and stable, but it needs at least two people to finish the bending job and a scaffold is inevitable.
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Physical Model Cherry Wide: 5cm Length:100cm Thickness: 0.5cm
Cherry Panel
Cherry Panel
Twist * 1
Push From Two Sides
Dry-time Operation Convenience
Dry-time Operation Convenience
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PROJECT INITIAL RESEARCH | MATERIAL TEST
MATERIAL TEST | SOLID WOOD | BEECH Material and Tool
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Beech
Steam
Clamps
Bending Process In this test, we add some patterns on the wood panels before steamming them. After that, we twist and bend the steamed woods with clamps and wood blocks.
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Physical Model Beech Wide: 2cm Length: 100cm Thickness: 1cm
Beech Wide: 7cm Length: 100cm Thickness: 0.5cm
Beech Panel
Beech Panel
Pattern Design
Pattern Design
Stretching
Stretching
Dry-time Operation Convenience
Dry-time Operation Convenience
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PROJECT INITIAL RESEARCH | MATERIAL TEST
MATERIAL TEST | SOLID WOOD | BEECH Since the previous bending method was quite time-wasting and rigid -we had to use the benches in the workshop as our moulds. Hence we come up with an idea of designing a scaffolding set that not only has a stable structure, but also can bend the wood in different shapes and curves. We make a steel cube as the basic unit of the scaffolding set, and with assembling these individual units in flexible angles and directions, we are able to customize our wood to tons of looks that we want.
Setting Started Piont
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Generating Ended Point
Setting Ended Point
Generating Bending Shape
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PROJECT INITIAL RESEARCH | MATERIAL TEST
Material Test : Solid Wood | Beech Material and Tool
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Beech
Steam
Mould
Setting Process In this test, we assemble the units into various structures for bending, and then we use clamps to make the scaffolds stable.
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Clamps
Bending Process
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PROJECT INITIAL RESEARCH | MATERIAL TEST
Bending Details
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PROJECT INITIAL RESEARCH | MATERIAL TEST
Wood Pieces
Connections Screw+Nut
Assembling Process
First Layer
After the wood was set, we removed the wood strip from the steel scaffolds. They are assembled in layers, with the first layer being the structure and the second layer being the joints and decorations. Connections
Screw+Nut
Second Layer
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Physical Model Beech Wide: 5cm Length: 30/50/100cm Thickness: 0.5cm
Perspective View 1
Perspective View 2
Model Details
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PROJECT INITIAL RESEARCH | MATERIAL TEST
JOINT STUDY | BEECH WOOD
Interlocking
Drilling
Layer-by-layer Twisting
Layer-by-layer Connecting
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PROJECT INITIAL RESEARCH | MATERIAL TEST
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PROJECT INITIAL RESEARCH | COMPUTATIONAL DESIGN LANGUAGE
DIGITAL DESIGN LANGUAGE : VECTOR FIELD SYSTEM The ideal of vector field mainly related to orginal fluid particles. Every particle contains its own parameters of velocity, position, density and so on. After a vector field generated according to the parameters, particles moving in the vector field would generate continous trail inside the field. In order to have a overall connected structure, some curves in a certain range of distance would connect their surrondings but keep the outform of the whole struture.
Points Vector Field
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Flow Along Vector Field
Starting Points
Curve Optimization
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PROJECT INITIAL RESEARCH | COMPUTATIONAL DESIGN LANGUAGE
DIGITAL DESIGN LANGUAGE : BRANCH The idea of branch comes from the wood behavior, which is the most common wooden structure in the real world. The main logic is to transform scatter fluid surface to get the out form, and connect closest points, then find the shortest path from the supporting plane to generate branch shape. Since the structure is not state enough to stand alone, more analysis is added in order to connect different branches.
Surface Generation
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Points on Surface
Branch Generation
Supporting Arc
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PROJECT INITIAL RESEARCH | COMPUTATIONAL DESIGN LANGUAGE
DIGITAL DESIGN LANGUAGE : BRANCH The idea of branch comes from the wood behavior, which is the most common wooden structure in the real world. The main logic is to transform scatter fluid surface to get the out form, and connect closest points, then find the shortest path from the supporting plane to generate branch shape. Since the structure is not state enough to stand alone, more analysis is added in order to connect different branches.
Particle Points
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Generating Surface
Scattering Points
Connect Points
Setting Started Points
Finding Path
Generating Branch
Connecting Branch
Generating Wood Strips
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PROJECT INITIAL RESEARCH | COMPUTATIONAL DESIGN LANGUAGE
DIGITAL DESIGN LANGUAGE : BRANCH | GEOMETRY CATALOG
Surface Infulence Range
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Number of Points On Surface
Start Points Position
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PROJECT INITIAL RESEARCH | COMPUTATIONAL DESIGN LANGUAGE
Connection Radius
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Number of Reduced Curve
Level of Narrrowness
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PROJECT INITIAL RESEARCH | COMPUTATIONAL DESIGN LANGUAGE
DIGITAL DESIGN LANGUAGE : FLOWING TRAIL The idea of flowing trail is to generate curves on the surface in order to keep the outform of the surface. The trail is mainly generated according to the normal of the surface. The original surface is not rough enough to get interesting pattern, thus instead of using the original normal, the normal of the rough version of the original surface would be used in generating process.
Original Mesh
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Generate Rough Surface
Analyse Normals
Combine Normals
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PROJECT INITIAL RESEARCH | COMPUTATIONAL DESIGN LANGUAGE
DIGITAL DESIGN LANGUAGE : VORTEX We use vortex as the concept to generate pattern on surface. Using attractor points to create a twirl deformation.
Setting Attractor Points
Generating Rotary Force
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Generating Vortex
Generating Pattern
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PROJECT INITIAL RESEARCH | COMPUTATIONAL DESIGN LANGUAGE
DIGITAL DESIGN LANGUAGE | FLOWING TRAIL + VORTEX
Original Surface
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Points’ Movement
Patterned Surface
DIGITAL DESIGN LANGUAGE | BRANCH + FLOWING TRAIL + VORTEX
Flowing Trail Surface
+
Branch Supporting Structure
Pavilion Design
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PROJECT INITIAL RESEARCH | COMPUTATIONAL DESIGN LANGUAGE
PROPOSAL TEST | SHELL
Set Colliders
Branch Structure
+
Particle Emitters
112
Flowing Trail Surface
PROPOSAL TEST | TABLE
Set Collider
Branch Structure
+
Particle Emitters
Flowing Trail Surface
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CHAPTER 03 | PREVIOUS AR RESEARCH - AUGMENTED DESIGN - AUGMENTED FABRICATION
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PROJECT INITIAL RESEARCH | AUGMENTED DESIGN
AUGMENTED DESIGN PROCESS Starting with allocating some points on the ground, we draw some curves from the points to form a basic shape of a chair.
New Drawing New Emitter New Collider New Drawing
Particles Run
New Emitter
SetStartPoints
New Collider
Generate
Particles Run
Base : Cube
SetStartPoints
Generate
New Drawing New Emitter New Collider Particles Run SetStartPoints Generate Base : Cube
New Drawing New Emitter New Collider
Particles Run
SetStartPoints
Generate
1. Spatial Scanning
116
2. Show the Button List
3. Select 'New Drawing' to Create New Drawing Points
New Drawing New Emitter New Collider
Particles Run SetStartPoints
Generate Base : Cube
New Drawing New Emitter New Collider
Particles Run
SetStartPoints
Generate Base : Cube
4. Place the New Drawing Points
5. Select 'Particles Run' to Generate Particles
6. Generate Particles to Invent Growing Path
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PROJECT INITIAL RESEARCH | AUGMENTED DESIGN
AUGMENTED DESIGN PROCESS
New Drawing New Emitter New Collider
Particles Run SetStartPoints
Generate
Base : Cube
New Drawing
New Drawing
New Emitter
New Emitter
New Collider
New Collider
Particles Run
Particles Run
SetStartPoints
SetStartPoints
Generate
Generate
Base : Cube
Base : Cube
7. Form Overall Shape
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8. Select 'Set Start Points' to Place Start Points
9. Set Start Points
New Drawing New Emitter New Collider
Particles Run SetStartPoints Generate Base : Cube
10. Select 'Generate'
11. Get the Branchy Shape
12. Stop Spatial Mapping
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PROJECT INITIAL RESEARCH | CHAIR DESIGN
OPTIMIZATION OF CHAIR DESIGN The optimized chair combines the ideas of Interactive-Gene and the Branch System. After we have done the sketch of chair structure with carrying HoloLens, we input the curves into the Branch generating system. In order to have stable structure, additional analysis needs to be added to connect closest branches following a certain logic.
Step 1 : Generating Shape
Draw Basic Curves
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Particle Generated Along Curves
Structure
Combination
Step 2 : Generating Structure
Find End Points
Find Connection
Generate Basic Structure
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PROJECT INITIAL RESEARCH | AUGMENTED FABRICATION
GENERAL WORKFLOW OF AUGMENTED DESIGN AND FABRICATION
Virtually Generating Process Taking the chair design as our fabricating target, we illustrate the generating steps with the help of HoloLens. To set four points as the starting position and use dragging gestures to draw the basic shape of the chair.
Material Property Comparison While trasferring the digital model into real-time fabrication, we need to consider that the property of our material, beech wood, will be broken when it reanches the bending limit. Hence it is necessary to optimize the digital model to fit the realistic factors.
Illusion & Reality Balance The most interesting part that makes Augmented Fabricaiton different from other fabricating methods is that people need to find a balance between flexible craftsmanship and precise model making. During the executing process we make some smart changes to the digital illusion that HoloLens guilds us to fabricate, which helps us to interact more with our design through both the digital and real-time parts.
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Holographic Illusion
Realistic Model
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PROJECT INITIAL RESEARCH | AUGMENTED FABRICATION
FABRICATION METHOD TYPE 1 | PIN SYSTEM Based on tranditional method, we use pin system as mould to help us to control the shape. Through using HoloLens to mark different position and direction of the pin to control different shape of wood.
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Holographic Marking
Pin Setting
Physical Output
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PROJECT INITIAL RESEARCH | AUGMENTED FABRICATION
FABRICATION METHOD TYPE 2 | BENDING MACHINE Using this mehod, machine can be used repeatly. We can use hololens to adjust the 'fit point' to change the shape of wood.
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rotating
lifting
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PROJECT INITIAL RESEARCH | AUGMENTED FABRICATION
Bending Process of Bending Machine We used bending machine for getting different shape of wooden strips, meanwhile, we marked each pieces to make preparations for next agumented assembly process.
3
6
2
5
1
9
8
4
11
7
10
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12
Holographic Guiding Image for Assembling We use hololens to get holographic image to guide us assemble wood strips together.
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PROJECT INITIAL RESEARCH | AUGMENTED FABRICATION
FABRICATION METHOD TYPE 3 | LAYER SYSTEM Based on layer system, we can bend wood layer by layer under the guide of holographyic image. Becase each layer can be the mould of the next layer.
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mould for first layer
second layer
first layer
mould for second layer
mould for third layer
third layer
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PROJECT INITIAL RESEARCH | AUGMENTED FABRICATION
CHAIR STRUCTURE ANALYSIS After comparing, we choose 'layer system' as our fabrication method to make the chair. We devied structure into two parts : one is main structure and another one is secondary structure.
main structure
secondary structure
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main structure
layer system + agumented fabrication
secondary structure
augmented fabrication
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PROJECT INITIAL RESEARCH | AUGMENTED FABRICATION
CHAIR FABRCATION PROCESS
Main Structure Bending Process
Basic Material
Beech Wood
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Step 1
Connection
Step 2
Step 3
Secondary Structure Bending Process
HoloLens Assembly Diagram
Assembling Process
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PROJECT INITIAL RESEARCH | AUGMENTED FABRICATION
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PROJECT INITIAL RESEARCH | AUGMENTED FABRICATION
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PROJECT INITIAL RESEARCH | ARCHITECTURAL PROPOSAL ARCHITECTURAL PROPOSAL
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PROJECT INITIAL RESEARCH | ARCHITECTURAL PROPOSAL ARCHITECTURAL PROPOSAL
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PROJECT INITIAL RESEARCH | ARCHITECTURAL PROPOSAL ARCHITECTURAL PROPOSAL
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CHAPTER 04 | CURRENT STAGE DESIGN - MATERIAL TEST - DIGITAL DESIGN | INNER LOGIC - DIGITAL DESIGN | GENERAL LOGIC - FABRICATION METHOD IMPROVEMENT
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PROJECT INITIAL RESEARCH | MATERIAL TEST
STEAM MACHINE COMPARISON
Traditional Steaming
Volume
Steamed Area
Set-up Convinience
Price
Steaming Time
Dry Time
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Vacuum Bag Steaming
Previous Steam Machine
Steam Source : generate steam to apply heat and moisture
Steam Box
Current Steam Machine
Steam Source
+
+ Vacuum Bag
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PROJECT INITIAL RESEARCH | MATERIAL TEST
GRAIN TEST | ASH WOOD
3mm
3mm
150
4mm
5mm
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PROJECT INITIAL RESEARCH | MATERIAL TEST
GRAIN TEST | ASH WOOD
3mm
3mm
4mm
5mm
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PROJECT INITIAL RESEARCH | MATERIAL TEST
JOINT STUDY | ASH WOOD
Drilling + Layer-by-layer Twisting
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PROJECT INITIAL RESEARCH | MATERIAL TEST
JOINT STUDY | ASH WOOD
Drilling + Layer-by-layer Twisting
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CURRENT WORK | COMPUTATIONAL DESIGN | INNER LOGIC
BASIC WOOD BEHAVIOUR
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CURRENT WORK | COMPUTATIONAL DESIGN | INNER LOGIC
VECTOR-BASED GENERATION
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CURRENT WORK | COMPUTATIONAL DESIGN | INNER LOGIC
VOID INTERSECTION
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CURRENT WORK | COMPUTATIONAL DESIGN | INNER LOGIC
CURVE-BASED GENERATION
According to the parameter of curves, the wood piece will automaticly been generated along it. The tangent of the curve determined the normal direction of every section, and the curvature determined its rotation on the plane.
CUT INTO PIECES
Since the length of wood is limited when in fabrication. Every single wood will been cut into sub-pieces according to length limitation.
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CURRENT WORK | COMPUTATIONAL DESIGN | INNER LOGIC
REBUILD GUIDECURVE
control points: 4
ControlPoints: 4 twist position
Twist Position
complexity level 1
Complexity Level: 1
complexity level 2
Complexity Level: 2
complexity level 3
Complexity Level: 3
complexity level 4
Complexity Level: 4
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control points: 5
ControlPoints: 5
control points: 6
ControlPoints: 6
control points: 7
ControlPoints: 7
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CURRENT WORK | COMPUTATIONAL DESIGN | INNER LOGIC
SORT START PIECES
Piece Gap < Wood Width
168
Piece Gap > Wood Width
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CURRENT WORK | COMPUTATIONAL DESIGN | INNER LOGIC
SHOW JOINT STATUE
170
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CURRENT WORK | COMPUTATIONAL DESIGN | INNER LOGIC
JOINT TYPE | HORIZONTAL
172
JOINT TYPE - VERTICAL
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CURRENT WORK | COMPUTATIONAL DESIGN | INNER LOGIC
JOINT TYPE | HORIZONTAL
174
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CURRENT WORK | COMPUTATIONAL DESIGN | INNER LOGIC
JOINT TYPE | VERTICAL
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CURRENT WORK | COMPUTATIONAL DESIGN | INNER LOGIC
JOINT TYPE | ADD PROBABILITY
0%
178
100%
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CURRENT WORK | COMPUTATIONAL DESIGN | INNER LOGIC
DESIGNER TOOLKIT | GRASSHOPPER PLUGIN
r
be
um
N ion
ct
Se
h
gt
Thickness
n Le
Width
180
Layer 1 + JointLayer
Piece2 EndSection
JointSection
StartSection
Wood3
Layer 1
Piece1
Wood2
MultiWoods2
Piece2
Wood1
EndSection
JointSection
Piece1
Wood3
StartSection
Wood2
WoodScene
MultiWoods1
Wood1
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CURRENT WORK | COMPUTATIONAL DESIGN | GENERAL LOGIC
GENERATING LOGIC | BASED LINE & ATTRACTING POINTS ï¼&#x2C6;WITH FRAME) Basically, we have 3 generating methods: 1)attracting by random points, 2) attracting by points set on the grid, 3) attracting by points set on the surafce.
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Based Frame
Based Line
Attracting Points
Attrcating Field
Generating Line
Final Shape
GENERATING LOGIC | BASED LINE & ATTRACTING POINTS ( WITHOUT FRAME) In the gerometry test, we set based line firstly. Then, we added seraval attracting points randomly.
Base Line
3 Points
4 Points
5 Points
6 Points
7 Points
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CURRENT WORK | COMPUTATIONAL DESIGN | GENERAL LOGIC
GEOMETRY TEST | ATTRACTING POINTS BASED ON GRID Type A In order to contorl the gernerating geometry, we are thinking to add points based on the grid.
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CURRENT WORK | COMPUTATIONAL DESIGN | GENERAL LOGIC
GEOMETRY TEST | ATTRACTING POINTS BASED ON GRID Type B In order to contorl the gernerating geometry, we are thinking to add points based on the grid.
186
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CURRENT WORK | COMPUTATIONAL DESIGN | GEOMETRY CATALOGE
GEOMETRY TEST | BASED LINES FLOWING ALONG SURFACE In order to generat continiue lines flowing along a surface, we created a surface before the gernertating process and added attrcting points on the surface to test the output.
188
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CURRENT WORK | COMPUTATIONAL DESIGN | GEOMETRY CATALOGE
CHAIR DESIGN In terms of chair design, we use the third generating method following along the surface. We set the based line firstly, and then adjust the genertating direction. Basically, we had two gernertating directions to form two parts, which are saperate layers.
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Base Surface
Base Lline
Attracting Points
Attrcating Field
Generating Line
Final Shape
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CURRENT WORK | COMPUTATIONAL DESIGN | INNER LOGIC
CHAIR DESIGN PROCESS OF GENERATION
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CURRENT WORK | COMPUTATIONAL DESIGN | GEOMETRY CATALOGE
CHAIR DESIGN WITH JOINT SYSTEM In order to connect each wood pieces and the saprate layers, we designed a joint system to combine them together. Firstly, the joint system would connect the wood pieces in the same layer. Secondly, the joint system would connect those tow layers.
194
First Layer Joint A : connection of same layer
Connection Detail
+
Joint System
Second Layer Joint B : connection between fisrt and second layer
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CURRENT WORK | COMPUTATIONAL DESIGN | GEOMETRY CATALOGE
PAVILION DESIGN TEST | TYPE A In this test, we add some patterns on the wood panels before steamming them. After that, we twist and bend the steamed woods with clamps and wood blocks.
Without Joints
196
based line
walking path
adding attract points
geberating line
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CURRENT WORK | COMPUTATIONAL DESIGN | INNER LOGIC
PAVILION DESIGN TEST | TYPE A PROCESS OF GENERATION
198
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CURRENT WORK | COMPUTATIONAL DESIGN | GEOMETRY CATALOGE
PAVILION DESIGN TEST | TYPE A
Side View
200
Top View
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CURRENT WORK | COMPUTATIONAL DESIGN | INNER LOGIC
PAVILION DESIGN TEST | TYPE B PROCESS OF GENERATION
202
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CURRENT WORK | COMPUTATIONAL DESIGN | GEOMETRY CATALOGE
PAVILION DESIGN TEST | TYPE B
Side View
204
Top View
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CURRENT WORK | COMPUTATIONAL DESIGN | GEOMETRY CATALOGE
206
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CURRENT WORK | COMPUTATIONAL DESIGN | GEOMETRY CATALOGE
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CURRENT WORK | COMPUTATIONAL DESIGN | GEOMETRY CATALOGE
210
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CURRENT WORK | FABRICATION METHOD & PROCESS
PREVIOUS WORK FABRICATION METHOD When we do our material test, we use bench as our bending tool, but thatâ&#x20AC;&#x2122;s not professional and have many limitations. There're limited space to bend wood pieces and place clamps to fix wood pieces.
Bmade Bench
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Bending Tool
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CURRENT WORK | FABRICATION METHOD & PROCESS
PREVIOUS WORK FABRICATION METHOD COMPARE
Pin System
214
Bending Tool
Fabrication Time
Fabrication Time
Account of Mould
Account of Mould
Scaffold System
Mould System
Fabrication Time
FabricationTime
Account of Mould
Account of Mould
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CURRENT WORK | FABRICATION METHOD & PROCESS
PREVIOUS WORK FABRICATION METHOD COMPARE | TRYOUT
Pin System
216
Scaffold System
Scaffold System
Mould System
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CURRENT WORK | FABRICATION METHOD & PROCESS
PREVIOUS WORK FABRICATION METHOD COMPARE | DISADVANTAGE
Pin System
218
Scaffold System
Scaffold System
Bending Tool
Mould System
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CURRENT WORK | FABRICATION METHOD & PROCESS
FABRICATION METHOD CUSTOMIZABLE SPATIAL FRAME
+
Scaffold System
220
Bending Tool
.48
628
Customizable Spatial Frame
Unlimited Base Size
MINDCRAFT 221
CURRENT WORK | FABRICATION METHOD & PROCESS
FABRICATION METHOD CUSTOMIZABLE SPATIAL FRAME
Beam Movement
222
Horizontal Bar Movement
Vertical Bar Movement
Beam Rotation
Horizontal Bar Rotation
Vertical Bar Remove
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CURRENT WORK | FABRICATION METHOD & PROCESS
FABRICATION METHOD CUSTOMIZABLE SPATIAL FRAME
224
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CURRENT WORK | FABRICATION METHOD & PROCESS
ADJUSTABLE SPATIAL FRAME The movable bars helped us to adjust the wood position and curvature as we wanted. It was quite flexible and efficient.
Start Points or End Points
226
Curvature
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CURRENT WORK | FABRICATION METHOD & PROCESS
FABRICATION METHOD FIXING TOOLS IMPROVEMENT
228
Normal C Clamp Steel
Length: 12cm - 20cm Width: 8cm Weight: 200g - 1000g
Customized Fixer Welded Steel Length: 10cm Width: 4cm Weight: 50g
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230
CHAPTER 05 | AUGMENTED REALITY APPLICATION - AUGMENTED DESIGN - AUGMENTED FABRICATION
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CURRENT WORK | FABRICATION METHOD & PROCESS
FABRICATION METHOD CUSTOMIZABLE SPATIAL FRAME | TEST
SWIRL FABRICATION Before starting the chair fabrication, we chose to take the most difficult part of our model to see if our bending machine would successfully produce the model. We took two twisted stripes as the sample and put them on the machine with keeping them the same position as the digital model.
232
The holographic illusion of the HoloLens gave us a clear guidance on how to bend and twist the physical material. One of us wore the device to lead the others to make actions, as well as made adjustment to the wood to make it match the illusional image.
MINDCRAFT 233
CURRENT WORK | FABRICATION METHOD & PROCESS
FABRICATION METHOD CUSTOMIZABLE SPATIAL FRAME | TEST
During the process we found our machine was flexible enough to make adjustment, and it was also quite stable to keep the wood shape with the help of clamps.
234
MINDCRAFT 235
CURRENT WORK | FABRICATION METHOD & PROCESS
FABRICATION METHOD CUSTOMIZABLE SPATIAL FRAME | TEST The result showed that the bending machine could fabricate the wood strips very well. The physical model matched the holographic image successfully and it indicated that we could continue working on our fabrication method.
236
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CURRENT WORK | FABRICATION METHOD & PROCESS
FABRICATION METHOD CUSTOMIZABLE SPATIAL FRAME | DIGITAL TRANSFORM We divided our chair into two parts â&#x20AC;&#x201C; the swirl part and the sitting part. since the joint system need to be added on a stable model set, we were planning to fabricated these two parts individually with adding their joints. They both would be fixed and left on the machine till they got dried, then we would combine them to get the whole chair.
Chair Design Proposal
238
Part 1
Part 2
Divide Chair into Groups
Fabricate Wood Pieces on Customisable Spatial Frame
MINDCRAFT 239
CURRENT WORK | FABRICATION METHOD & PROCESS
AR GUIDING FABRICATION SPATIAL FRAME SETTING The AR illusion guided us to set the machineâ&#x20AC;&#x2122;s position for fabrication. Hololens can provide us with an intuitive spatial image
240
AR GUIDING FABRICATION WOOD BENDING PROCESS We produced our sitting part according to the AR guidance. With the help of holographic images, we can know the position and curvature of each piece of wood.
MINDCRAFT 241
CURRENT WORK | FABRICATION METHOD & PROCESS
AR GUIDING FABRICATION DETAIL | PART 1 FABRICATION After the main structure was set, we added our joints on it to stabilize the structure. This part of fabrication would be finished after the wet wood got dry.
Layer 1
242
Add Joints
Part 1
MINDCRAFT 243
CURRENT WORK | FABRICATION METHOD & PROCESS
AR GUIDING FABRICATION PART 2 FABRICATION The same fabrication method applied to the sitting part production.
Layer 1
244
Add Joints
Part 2
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CURRENT WORK | FABRICATION METHOD & PROCESS
AR GUIDING FABRICATION OUTCOME Completed version of the swirl part and the final version of the whole chair.
246
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CURRENT WORK | INTERFACE
INTERACTIVE PLATFORM WITH HOLOLENS We designed our own interactive system ahout each process of our project. Through the screen of the HoloLens, the public users can see the guidance of the holographic images.
Step 1 Start our interactive platform
248
Step 2 Sliding menu to select model
MINDCRAFT 249
CURRENT WORK | INTERFACE
CATALOGUE INTERFACE
Step 3 Select the model and zoom in
250
Step 4 Steam machine choice
MINDCRAFT 251
CATALOGUE INTERFACE
252
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254
CHAPTER 06 | ARCHITECTURE DESIGN - BPRO SHOW DESIGN - ARCHITECTURE PROPOSAL
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CURRENT WORK | ARCHITECTURAL DESIGN
FABRICATION PROCESS
256
Timber Factory
Dilivery
Select Wood
Frame Preparation
Machine Wood
Steaming
AR Setup
AR Fabrication
MINDCRAFT 257
CURRENT WORK | ARCHITECTURAL DESIGN
FABRICATION PROCESS
preview our model on spatial frame and choice a part to fabricate
258
fabricate wood pieces on spatial frame with the holographic guidance
hang finished parts on wood frame, remove all metal tools and prepare for reset
use HoloLens to set the spatial frame again and fabricate other parts on spatial frame
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CURRENT WORK | ARCHITECTURAL DESIGN
LARGE SCALE FABRICATION PROCESS
260
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CURRENT WORK | ARCHITECTURAL DESIGN
BPRO SHOW DESIGN CATALOG
262
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CURRENT WORK | ARCHITECTURAL DESIGN
BPRO SHOW PROPOSAL | THIRD FLOOR
264
BPRO SHOW PROPOSAL | GROUND FLOOR
MINDCRAFT 265
CURRENT WORK | ARCHITECTURAL DESIGN
COLUMN DESIGN
266
Based Line
Attracting Points
Generating Path
Attrcating Field
Generating Line
Final Shape
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CURRENT WORK | ARCHITECTURAL DESIGN
COLUMN DESIGN PROCESS OF GENERATION
268
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CURRENT WORK | ARCHITECTURAL DESIGN
PAVILION DESIGN 01
270
Based Line
Attracting Points
Attrcating Field
Generating Line
Generating Path
Final Shape
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CURRENT WORK | ARCHITECTURAL DESIGN
PAVILION DESIGN 01 | PROCESS OF GENERATION
272
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CURRENT WORK | ARCHITECTURAL DESIGN
PAVILION DESIGN 01
Side View
274
Top View
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CURRENT WORK | ARCHITECTURAL DESIGN
276
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CURRENT WORK | ARCHITECTURAL DESIGN
PAVILION DESIGN 02
278
Based Line
Attracting Points
Generating Path
Attrcating Field
Generating Line
Final Shape
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CURRENT WORK | ARCHITECTURAL DESIGN
PAVILION DESIGN 02 | PROCESS OF GENERATION
280
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CURRENT WORK | ARCHITECTURAL DESIGN
Side View
282
Top View
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CURRENT WORK | ARCHITECTURAL DESIGN
284
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CURRENT WORK | ARCHITECTURAL DESIGN
PAVILION DESIGN 02 | SECTION
286
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CURRENT WORK | ARCHITECTURAL DESIGN
BPRO SHOW
288
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MARCH ARCHITECTURAL DESIGN 2018-19 THE BARTLETT SCHOOL OF ARCHITECTURE | UCL
MINDCRAFT BartlettAD | RC9
TUTOR SOOMEEN HAHM ALVARO LOPEZ RODRIGUEZ
MEMBER HUILIN ZHANG LEMENG RAN HONGYU PAN PENGCHENG ZHAI