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PART B CRITERIA DESIGN
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B.1 RESEARCH FILED
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Research Field: Genetics Recursive
John Frazer has argued that the generative process for architectural form can be derived from the evolutionary nature rules, DNA which direct the genesis of living organism that generate their form1. Within the same species, the variation of the biological morphogenesis is achieved through the iterative exchange and the change of information which are called gene crossover and mutation2. Therefore, like the chromosomes of nature, the genetic architecture is a string-like structure with various parameters encoded, randomly changing rules, a number of similar forms generated. The strength of this kind of architecture is that with small incremental changes over several generations, the optimum solutions would be obtained with the advantages of previous generations.
1 Kolarevic, Branko, Architecture in the Digital Age: Design and Manufacturing (New York; London: Spon Press, 2003), p. 24. 2 Branko, p.24
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Getting to known Loop Loop is a structure, series, or process, the end of which is connected to the beginning. In grasshopper, a loop creates a copy of the data it receives at it’s input upon user request and store it locally1. It repeats the ruleset running again and again to generate objects.
1 Yconst, Hoopsnake, food4rhino (2013) < http://www.food4rhino.com/app/hoopsnake >[Aug 30, 2017].
Ruleset: Axiom: AB A=AB B=AB
n=1
n=2
n=3
n=4
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Getting to known L-Systems In the late 1960’s, the theory L-systems is propsed by a biologist Aristid Lindenmayer. It is based on the underlying logic, mathematics and chemisty of nature’s forms and can fairly easily simulate simplified plants and their growth1. The system consists of an initial string, as marked in black circle in the left figure and a set of rules for specifying a sybol substitution can can be recursively perfomed to generate new symbol sequences. 1 Hansmeyer Michael, Computational Architecture (2003) < http://www.michael-hansmeyer.com/projects/project3w.html > [Aug 30, 2017].
F
[-F]
Ruleset: F F=F[+F]F[-F]F Angle=26.81°
[+F]
F
F [-F]
F
[+F]
F
F
[-F] [+F] F F
n=1
F
n=2
n=3
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Hoopsnake plug-in was used to generate the following species:
Species 1: From 2 dimensions into 3 dimensions with the addition of the Z axis. Keep bending the branches to on
Rabbit plug-in was used to generate the following seireses of L-systems.
Species 2: Change from spread branches into dense branches. Gather branches together by dimishing the rotate
Species 3: 2 Dimensions - Increase the angle of rotattion with the increasing amount of generations.
Species 4: 3 Dimensions -Increase the angle of rotattion with the increasing amount of generations.
ne side by increasing the length in Z axis.
e angles and sweep around by adding more branches.
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B.2 CASE STUDY 1.0
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BLOOM PROJECT ANALYSIS Bloom project is an instance that applied the recurssive aggregation. An initial aggregation created by the designers shows the possibilities of the system. With the addition of pieces by crowds, the form of the structure can be transformed into unexpected formations from the initial bench into another bench and even other urban furnitures. This is the process achieved by different kinds of alternations to explore various iterations of the initial structure and even create new species. People’s interactions are the energy for Bloom to grow. The structure only exists when thousnad of piees are put together. It illustrates the traits of repeatition and recursion of the genetic system. It is not a single object but a “string-like” structure. Also, the structure never ends. By applying the ruleset properly, the branches would grow furthur and furthur.
Figure 32. Transformation from bench into unpredictable formations
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COMPONENT DESIGN The component is suitable to be linear and bend in certain direction slightly.
Component 1: Vine
Component 4: Spiral
Component
Component 5: Pe (too s
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2: Tumour
entagonal prism solid)
Component 3: Flappy
Component 6: Rubber (with no rotation)
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MANUAL AGGREGATION 1 - VINE
• Linear and smooth geomtry. • The branches grow like the vine heading to the certain direction • Create ordered, shelter-like space.
C B A
Axiom
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Tree Diagram:
Ruleset: Axiom: ABC A=ABC B=AC C=AB
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Perspective
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Top View
Right View
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MANUAL AGGREGATION 2 - TUMOUR
• The component is consisted of three spheres of different sizes • Those spheres intesect with each other creating a sense of crowd. • They grow like tumours, cluster and spread arbitrarily.
B
C
A
Axiom
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Tree Diagram:
Ruleset: Axiom: ABC A=ABC B=AC C=AB
Generation 4 Generation 3 Generation 2 Generation 1
Same rule with component 1. However the distinct result is obatined due to the difference of branches design.
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Perspective
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Top View
Right View
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MANUAL AGGREGATION 3 - Flappy
• The component is a single fluctuant surface. • Each surface twists around as the branches growing and form unexpected structure.
B
A
C
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Tree Diagram:
B
C A
B
C
C
B
C
C
A
B C
B
C
A
A
C
A
C
B
B
Generation 4 Generation 3 Generation 2 Generation 1
Ruleset Axiom: ABC A=AC B=BC C=BC
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Perspective
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Top View
Right View
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MANUAL AGGREGATION 4 - SPIRAL
• The component is spiraling surface. • The branches are designed to form the spiraling structure. • Each branch spirals in unique formation.
C
B
A
D
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Tree Digram:
D
C
C
C
D
B
B
C
C
C
B
D
C
C
B
D C
B
A
D
C
C
D
A
C
C
B
A Generation 4 Generation 3 Generation 2 Generation 1
Ruleset: AXIOM: ABCD A=AC B=BC C=CD D=BC
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Perspective
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Top View
Right View
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B.3 CASE STUDY 2.0
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REVERSE ENGINEER Step 1: Component Design Build the geometry and draw the handle (contain two segements joint at a right angle).
Place geom
a b
c
12 types of connections:
aa
ac
ac
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metries according to ruleset and obtain the position of handles.
bb
bc
cc
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Step 2: Use handle for reference of the geometry Reference single dummy axiom polyline and branch polylines and starting point of aggregation.
Dummy Axiom Branch polylines
Set up real axiom and tag each component Redraw heuristic handle (guide handle): each branch has the handle with unique length to be recognized in the furthur orient process.
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Step 3: Prepare for orient Draw plane for re-orientation of both axiom and initial branches
A B C
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Step 4: Start to orient Establish the loop with anenome plug-in Enter ruleset Read current iteration and selects growth branches based on length heuristic orient the polylines according to the ruleset
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Step 5: Place geometry Place geometry to each branch with the referece of the plane drawn in previous steps.
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Summary about how to produce the project
Draw dummy axiom polyline
Design the component of the Bloom project and draw plane for it
Draw start point for aggregation
Draw dummy branch polylines
Place component into the established structure
Loop end (Anenome recursive plug-in)
Redraw he dle (guid
Draw plan orientation genera
Read current selects growt based on len
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Draw plane for reorientation (axiom) Set up real axiom and tag each component
Draw planes for reorientation (initial branches)
euristic hande handle)
nes for ren (previous ations)
t iteration and th branches ngth heuristic
Enter rules
Loop start (Anenome recursive plug-in)
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Possibilities of different growing formations:
Ruleset 3: Axiom: ABC A=AD B=BD C=BC D=/ N=5
Ruleset 3: Axiom: ABC A=AD B=BD C=BD D=/ N=7
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Ruleset 3: Axiom: ABC A=C B=BC C=BD D=BD N=3
Ruleset 4: Axiom: ABC A=AC B=C C=BD D=A N=3
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Record of the growing
A B C
Initial Branches
N=1
N=2
N=3
N=4
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Tree Diagram:
Ruleset 5: Axiom: ABC A=AB B=AB C=AB
N=5
N=6
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Extra definition (with ruleset 5) Situation 1. When the branches touch the ceiling or wall, it stops growing.
Definition writing: a. In the loop, place the geometry according to the new generated branches b. Use Collision one/many - ceiling panel set as the obstacle object and the geometries set as objects for collision c. Cull - use the collision patten to delete the curves correponding to the collision objects. d.connect the culled curves back to the loop Examle: N=5, ceiling above.
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Situation 2. When the branches grow too far away from the starting object, it stops growing furthur
Definition writing: a. In the loop, extract the end points of the new generated branches. b. measure the distance between the end points and the starting point and compare the distance with a certain value c. Cull those branches with distance larger than the setted value example: N=7, when the distance larger than 1400, it stops growing. As a result, a shpere outline of the whole system is obtained.
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Situation 4. In the new generation, when the new objects collision with each other, if A with B, kill B; if D with A or B, kill A or B.
Grey componen
a. In the loop, place the geometry according to the new generated branches b. list handle of the selected objects b. use collision many/many to find c. When the handle length is equal to 1, for all objects with equal handle length, cull the list of those geometries collision with each other (after previous steps) If A(with handle length of 1) collision with B(wuth handle length of 2), cull the curve list of B. Example: n=6, killed 64 collision objects.
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Situation 5. In the new generation, when the new objects collision with the previous generations, the objects of new generation are killed.
nts are killed
a. In the loop, place the geometry according to the new generated branches and the last generation branches b. list handle of the selected objects b. use collision one/many to find the geometry of new generation collision with the one of previous generations. c. use the patten obtained from b to cull the coresponding list of new generationâ&#x20AC;&#x2122;s handles. d. culled list back to loop Example: N=5, killed 7 compoents with their furthur branches, leave 372 components
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The combination of previous rulesets added with the special component footing and bench structure.
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B.4 Technique Development
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COMPONETN 1: Similar form and connection slot with bloom project. It is a flat plane, hence it has more types of connections up to 20 types. Material: wood
A B
C
E
D
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Tree Diagram:
Ruleset 1: Axiom: ABC A=AB B=AB C=AB (n=7)
Ruleset 2: Axiom:ABCDE A=AD B=AB C=AB D=AD E=ABD (n=5)
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RULESET 1
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Position of points
RULESET 2 With two points to expel (when the branches growing close to the points, it stops.)
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COMPONETN 2:
The component is refined by altering the vertical poles into curving shape.
A B
C
D E
Axiom
F Material: Metal-Stainless-Magenta
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Tree Diagram: Rulese 1: Axiom: BCDE A=/ B=AB C=AC D=AD E=ECDE F=/ (n=)
Ruleset 2: Axiom: BDF A=AB B=C C=E D=AD E=B F=A (n=10)
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RULESET 1
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RULESET 2 With the refined component.
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COMPONETN 3: The component is slender which is less likely to collision with each other. Material: Velvet Red
D E
C
B
A
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Tree Diagram:
Ruleset 1: Axiom: ABCDE A=AE B=AB C=AC D=AD E=AE (n=10)
Ruleset 2: Axiom: ABCDE A=BCDE B=A C=A D=A E=A (n=15)
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RULESET 1 (In one generation, when branches collision, kill all. When new generaion collision with old generations, kill the one of new generation.)
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RULESET 2 (In one generation, when branches collision, kill all. When new generaion collision with old generations, kill the one of new generation.)
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COMPONETN 4:
The geometry is a simple thin box, but creates intricating structure with the recursive rules. The geometry has a hollow inside whose dimension is influenced by the distance between that branch with the original axiom. Material: Transparent plastic.
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Tree Diagram: Ruleset 1: Axiom: ABCDE A=BE B=AB C=CE D=CD E=CA (n=5)
Ruleset 2: Axiom: ABCDE A=B B=C C=D D=A E=AD (n=48)
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RUESET 1
Extra definition writing: a. Find the distance between the end point of each branches with the starting point. Remap the distance into the value of length and width of the initial geometry. b. Draw box in grasshopper with corresponding length. c. Orient the box into the corresponding position that collision with the corresponding geometry. d. Use Solid Difference to obatin the box with a hollow inside.
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RULESET 2
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