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Digital Architectures
Computer Graphics for Architects in 2001-02 (Arch6025)
Marc Aurel Schnabel
Wednesday, 19 September, 2001
Introduction
“Having abandoned the discourse of style, the architecture of modern times is characterized by
its capacity to take advantage of the specific achievements of that same modernity: the
innovations offered it by present-day science and technology.
The relationship between new technology and new architecture even comprises a fundamental
datum of what are referred to as avant-garde architectures, so fundamental as to constitute a
dominant albeit diffuse motif in the figuration of new architectures.”
Ignasi de Sola Morales: 1997, Differences: Topographies of Contemporary Architecture, MIT Press, Cambridge.
Quotes
“Integrating computer-aided design with computer-aided fabrication and construction [...]
fundamentally redefines the relationship between designing and producing.
It eliminates many geometric constraints imposed by traditional drawing and production
processes— making complex curved shapes much easier to handle, for example, and reducing
dependence on standard, mass-produced components. [...].
It bridges the gap between designing and producing that opened up when designers began to
make drawings.”
Mitchell, W. and M. McCullough. (1995). Prototyping (Ch. 18). In Digital Design Media, 2nd ed., 417-440. New
York, Van Nostrand Reinhold.
Digital Architectures
Digital architectures refer to the computationally based processes of form origination and
transformations. Several digital architectures are identified based on the underlying
computational concepts such as
i. topological space (topological architectures)
ii. isomorphic surfaces (isomorphic architectures)
iii. motion kinematics & dynamics (animate architectures)
iv. keyshape animation (metamorphic architectures)
v. parametric design (parametric architectures)
vi. genetic algorithms (evolutionary architectures)
Digital Fabrication
Implications of new digital design and fabrication processes enable the use of (vii) Virtual
Environments (VE), (viii) rapid prototyping (RP) and computer-aided manufacturing (CAM).
Technologies, which offer the production of small-scale models and full-scale building
components directly to and from 3D digital models. Mass-customization is a development of
repetitive non-standardized building systems through digitally controlled variation and serial
differentiation.
Geometries are precisely described and their construction is perfectly attainable by a computer
numerically controlled (CNC) fabrication processes.
i Topological architectures
In “architectural curvilinearity” Greg Lynn offers examples of new approaches to design that
move away from the deconstructivism’s “logic of conflict and contradiction” to develop a “more
fluid logic of connectivity.” This is manifested through folding that departs from Euclidean
geometry of discrete volumes, and employs topological, “rubber-sheet” geometry of continuous
curves and surfaces.
In topological space, geometry is represented by parametric functions, which describe a range
of possibilities. The continuous, highly curvilinear surfaces are mathematically described as
NURBS – Non-Uniform Rational B-Splines. What makes NURBS curves and surfaces particularly
appealing is the ability to easily control their shape by manipulating the control points, weights,
and knots. NURBS make the heterogeneous and coherent forms of the topological space
computationally possible.
Guggenheim Bilbao by Frank Gehry
ii Isomorphic Architectures
Blobs or metaballs, or isomorphic surfaces, are amorphous objects constructed as composite
assemblages of mutually inflecting parametric objects with internal forces of mass and
attraction. They exercise fields or regions of influence, which could be additive or subtractive.
The geometry is constructed by computing a surface at which the composite field has the same
intensity: isomorphic surfaces.
These open up another formal universe where forms may undergo variations giving rise to new
possibilities. Objects interact with each other instead of just occupying space; they become
connected through a logic where the whole is always open to variation as new blobs (fields of
influence) are added or new relations made, creating new possibilities. The surface boundary of
the whole (the isomorphic surface) shifts or moves as fields of influence vary in their location
and intensity. In that way, objects begin to operate in a dynamic rather than a static geography.
Cardiff Opera by Greg LynnBMW-Pavilion by B. Franken
iii Animate Architectures
Animation software is utilized as medium of form-generation. Animate design is defined by the
co-presence of motion and force at the moment of formal conception.
Force, as an initial condition, becomes the cause of both motion and particular inflections of a
form. While motion implies movement and action, animation implies evolution of a form and its
shaping forces.
The repertoire of motion-based modeling techniques are keyframe animation, forward and
inverse kinematics, dynamics (force fields) and particle emission.
Kinematics are used in their true mechanical meaning to study the motion of an object or a
hierarchical system of objects without consideration given to its mass or the forces acting on it.
As motion is applied, transformation are propagated downward the hierarchy in forward
kinematics, and upward through hierarchy in inverse kinematics.
House in Long island by Greg Lynn
Kinematics
Port Authority Bus Terminal in NY by Greg Lynn
Dynamic simulations take into consideration the effects of forces on the motion of an object or a
system of objects, especially of forces that do not originate within the system itself. Physical
properties of objects, such as mass (density), elasticity, static and kinetic friction (or
roughness), are defined. Forces of gravity, wind, or vortex are applied, collision detection and
obstacles (deflectors) are specified, and dynamic simulation computed.
iv Metamorphic architectures
Metamorphic generation of form includes several techniques such as keyshape animation,
deformations of the modeling space around the model using a bounding box (lattice
deformation), a spline curve, or one of the coordinate system axis or planes, and path
animation, which deforms an object as it moves along a selected path.
In keyshape animation, changes in the geometry are recorded as keyframes (keyshapes) and
the software then computes the in-between states. In deformations of the modeling space,
object shapes conform to the changes in geometry of the modeling space.
Offices of BFL Software ltd. by Peter Eisenman
v Parametric Architectures
In parametric design, it is the parameters of a particular design that are declared, not its shape.
By assigning different values to the parameters, different objects or configurations can be
created. Equations can be used to describe the relationships between objects, thus defining an
associative geometry. That way, interdependencies between objects can be established, and
objects’ behavior under transformations defined.
Parametric design often entails a procedural, algorithmic description of geometry. In this
“algorithmic spectaculars”, i.e., algorithmic explorations of “tectonic production” using
mathematica software, architects can construct mathematical models and generative procedures
that are constrained by numerous variables initially unrelated to any pragmatic concerns. Each
variable or process is a ‘slot’ into which an external influence can be mapped, either statically or
dynamically.
algorithmic spectaculars by M Novak
vi Evolutionary architectures
Evolutionary architecture proposes the evolutionary model of nature as the generating process
for architectural form.
Architectural concepts are expressed as generative rules so that their evolution and
development can be accelerated and tested by the use of computer models. Concepts are
described in a genetic language which produces a code script of instructions for form
generation.
Computer models are used to simulate the development of prototypical forms which are then
evaluated on the basis of their performance in a simulated environment. Very large numbers of
evolutionary steps can be generated in a short space of time and the emergent forms are often
unexpected.
The key concept behind evolutionary architecture is that of the genetic algorithm. The key
characteristic is a “a string-like structure equivalent to the chromosomes of nature,” to which
the rules of reproduction, gene crossover, and mutation is applied. Optimum solutions are
obtained by small incremental changes over several generations.
“pseudo-organisms” by J. Frazer
vii Virtual Environments
The use of computer modeling and simulation to enable a person to interact with an artificial
three-dimensional visual or other sensory environment. VR applications immerse the user in a
computer-generated environment that simulates reality through the use of interactive devices,
which send and receive information and are worn as goggles, headsets, gloves tracking devices,
CAVES and other media.
Immersive VE
viii Rapid Prototyping
Computer Numerically Controlled (CNC) fabrication processes are cutting, subtractive, additive,
and formative fabrication.
Rapid Prototyping (RP) involves incremental forming by adding material in a layer-by-layer
fashion. The digital (solid) model is sliced into two-dimensional layers; the information of each
layer is then transferred to the processing head of the manufacturing machine and the physical
product is incrementally generated in a layer-by-layer way.
CNC
Bernard Cache’s “Objectiles”
Gehry’s "Zollhof" in Duesseldorf
Bernard Franken’s "BMW Pavilion"
Movies
Open folder “movies”
End
• Tonight @ 18.30: Guest Lecture by Prof. Neil Leach
• Next week 26.09.10: Digital Tools
• Two weeks 03.10.01: Topological (i) & Isomorphic Architectures (ii)
• Three weeks 10.10.01: Animate (iii) & Metamorphoric (iv) Architectures
• …
Wednesday, September 19, 2001; [email protected]