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Making in Mixed Reality
1 Woven Steel Pavilion, CAADRIA 2018 Workshop
Gwyllim JahnFologram
Cameron NewnhamFologram
Nicholas van den BergFologram
Matthew BeanlandFologram
Holographic Design, Fabrication, Assembly, and Analysis of Woven Steel Structures
1
ABSTRACTThe construction industry’s reliance on two-dimensional documentation results
in inefficiency, inconsistency, waste, human error, and increased cost, and limits
architectural experimentation with novel form, structure, material or fabrication
approaches. We describe a software platform that enables designers to create interactive
holographic instructions that translate design models into intelligent processes rather
than static drawings. A prototypical project to design and construct a pavilion from bent
mild steel tube illustrates the use of this software to develop applications assisting with the
design, fabrication, assembly and analysis of the structure. We further demonstrate that
fabrication within mixed reality environments can enable unskilled construction teams to
assemble complex structures in short time frames and with minimal errors, and outline
possibilities for further improvements.
89
INTRODUCTIONThe construction industry’s reliance on two-dimensional
documentation results in inefficiency, inconsistency, waste,
human error, and increased cost, and limits architectural
form that is difficult to describe orthographically. Despite
advances in prefabrication systems, robotic fabrication and
even building-scale additive manufacturing, the construc-
tion industry resists innovations in automation due to
unanticipated events that inevitably result from inconsis-
tencies between digital design and as-built site conditions.
Improving the ability of design models to respond and adapt
to requirements of construction teams during assembly
and fabrication would offer significant efficiency improve-
ments and reduce cost and risk within the construction
industry. Replacing often incomplete, redundant or inad-
equate drawn instructions with constant, contextual and
unambiguous descriptions of design intent would reduce
the risk associated with architectural experimentation with
form, structure, material or fabrication approaches (Boud
et al. 1999).
As construction sites embrace building information modeling,
construction workers are required to process more infor-
mation from more domains in order to complete their tasks
(Côté et al. 2013). This requires expertise in following chalk
marks, reading drawings, interpreting schedules, checking
a 3D model on a screen and working with accountability
and productivity tools. As design changes are made, signif-
icant delays result from reprocessing this information and
prevent construction workers from focusing on fabrica-
tion tasks. Simplifying the tools and environments in which
fabrication instructions, assembly processes, task clarifica-
tion and verification take place would dramatically reduce
the requirements for expertise and limit delays in both
routine and non-standard construction. Interactive mixed
reality environments simplify fabrication tasks by providing
constant, contextual and unambiguous descriptions of
design intent to fabrication teams. Creating interactive
holographic instructions enables designers to translate
design models into intelligent processes rather than static
drawings, with significant opportunities and implications for
architectural design and production.
Mixed Reality
Milgram defines mixed reality as a continuum of virtual
reality technologies in which real and virtual objects are
combined in a single display (Milgram and Kishino 1996).
Virtual reality (VR) and augmented reality (AR) lie at opposite
ends of this spectrum, with VR describing technologies that
place the user in a completely computer generated virtual
world and AR referring to systems that preserve the user’s
awareness of, and ability to interact with, their immediate
physical context by compositing the real world and comput-
er-generated models in a blended 3D space. The idea of
using AR to visualize designs or instructions in-situ and
assist with manufacturing tasks has existed since the tech-
nology’s conception (Figure 2) (Caudell and Mizell 1992).
Augmented reality applications have recently become ubiq-
uitous with software development kits for mobile platforms
such as ARCore and ARKit. Research has demonstrated
that augmented reality can improve task comprehension
and lead to faster implementation with fewer assembly
errors (Funk et al. 2017) and a proliferation of recent liter-
ature demonstrates the use of mobile augmented reality
for design visualisation and construction review tasks (Ren,
Ruan, and Liu 2016). However, difficulties registering virtual
and physical objects using a mobile video head-mounted
display (HMD) prohibits their application for tasks that
require precise spatial positioning or hands-free operation.
As such, there is a need to better understand whether the
capabilities of current mixed reality head-mounted displays
such as the Microsoft HoloLens are sufficient to address
challenges of performing otherwise complex fabrication
tasks within mixed reality environments (Behzadan, Dong,
and Kamat 2015).
Hololens
The HoloLens is an optical HMD that composites virtual
content with the user's field of view by rendering to a
transparent stereoscopic waveguide display. The illusion
of virtual content appearing fixed in place (registered to the
physical environment) is achieved through a combination
of 3D scan data created with an infrared depth camera
and “inside out tracking” (Bernard and Cummings 2017)
using feature pixels from RGB video. These cameras detect
user's gestures and hand location, and a 6DOF sensor on
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COMPUTATIONAL INFIDELITIES
90
the device captures head position and orientation to infer
the wearer’s gaze. Users interact with virtual content using
a combination of gestures, gaze and voice commands and
can develop software applications using the Unity 3D game
engine. In order to begin to explore these challenges, there
is also a need to develop software environments suited to
building applications focused on architecture and design.
Objectives
We describe a platform that utilizes sensor data from
the HoloLens to build mixed reality applications within
Grasshopper, a parametric modeling environment for
McNeel & Associates Rhinoceros 3D. This platform enables
us to procedurally generate interactive holographic
instructions that allow complex assembly tasks (part
selection, verification, display of assembly instructions
and verification information) to be performed within a
single shared mixed reality environment. The utility of this
platform is tested by developing several applications to
assist with the construction of a pavilion from welded mild
steel pipe. Mixed reality applications are used to overlay
analogue tools with holographic guides to improve fabrica-
tion accuracy of complex parts, locate these parts within a
larger assembly and measure deviation from digital models
using marker tracking in order to compare the perfor-
mance of our approach to alternative fabrication methods.
We determine the usefulness of this environment by
working with completely unskilled construction teams that
have no existing task expertise and evaluate the capacity of
these teams to accurately fabricate and assemble complex
structures during a three day design-build workshop. This
project serves as an incremental step towards under-
standing the design implications of architectural fabrication
within mixed reality environments and explores the idea of
digital guides and adaptive and on-demand fabrication.
BACKGROUNDExtensive research has been conducted to identify applica-
tions of mixed reality within the architecture, engineering
and construction industry (Chi, Kang, and Wang 2013),
including locating 2D drawings within corresponding 3D
environments (Côté et al. 2013), improving registration
of digital models to as-built designs (Georgel et al. 2007),
filtering redundant data in increasingly large building infor-
mation models (Chu, Matthews, and Love 2018) or precisely
locating and checking parts in space (Yabuki 2007). The
first application using mixed reality for in-situ architectural
construction tasks dates back to the 1990s with Webster’s
system for assembling space frames from audio, text and
graphical instructions (Webster et al. 1996).
Marker-based systems have been designed for assembling
stacked timber structures from unique parts (Abe et al.
2017) using head-mounted see-through mobile displays.
While these systems provide some feedback to the user as
to the correct type and placement of parts, the researchers
note results of up to 50mm deviation from digital models.
Systems using real-time object tracking (Sandy and Buchli
2018) have been shown to significantly reduce deviation
error, while Fazel et al have proposed a system that locates
parts using edge-detection algorithms to enable non-uni-
form masonry structures to be assembled with accuracy
and construction time comparable to fully automated
robotic processes (2018). Relatively limited exploration has
been made in the utilization of mixed reality to assist with
non-standard fabrication tasks. The FreeD, developed at
MIT, is one example of a hardware and software system
that uses a heads-up display to visualize an in-place digital
3D model for subtractive fabrication with a hand-held CNC
mill (Zoran et al. 2014).
These projects show that mixed reality environments
improve fabrication time and precision of non-uniform
structures when compared to traditional construction
processes and in some cases are comparable to fully
automated robotic processes. If these capabilities are to be
implemented by practitioners or within industry, systems
will need to be developed for consumer devices and CAD
packages to eliminate requirements for custom hardware
and software solutions and assembly from standardized or
repeated elements.
METHODSWe have developed a software platform that enables
designers to rapidly prototype mixed reality applications
directly within industry standard CAD tools, removing the
requirement for programming and application development
expertise and enabling improvisation of task specific
applications for design and construction. This platform
provides near real-time spatial and geometric information
bidirectionally between the Microsoft HoloLens and McNeel
Rhinoceros 3D and Grasshopper.
Mixed-Reality Applications in Rhino and Grasshopper
Our platform consists of a Windows Mixed Reality appli-
cation running on the HoloLens and developed in Unity
(a game development engine supported by Microsoft for
mixed reality development), a Windows desktop application
running within the Rhino and Grasshopper environments,
and a server application facilitating local network commu-
nications between the two over WiFi. Geometry, text and
selection data from the Rhino and Grasshopper document
is streamed to the HoloLens. Rendering is performed on
Making in Mixed Reality Jahn, Newnham, van den Berg, BeanlandMaking in Mixed Reality Jahn, Newnham, van den Berg, Beanland
91
the headset rather than remotely computed. This removes
the requirement for a powerful computer to perform the
rendering and enables fast refresh rates which persist
even if the network connection is lost, though imposes
limitations on the number of polygons that can be displayed
in mixed reality.
The HoloLens application continuously streams the device’s
position and orientation which is used to infer the wearers
gaze (Figure 3). The 3D spatial mesh that the HoloLens
creates from long-range infrared depth scan data can
be requested and saved by Grasshopper components.
Detected gestures such as the presence of a wearers
hand, clicks or drags all trigger events that are registered
by Grasshopper components. Vuforia, a computer vision
package for Windows, is used for marker detection which
can also be streamed as position and orientation data to
Grasshopper. By streaming sensor data from the HoloLens
to Grasshopper, we create a sandbox environment which
allows sensor-event data to be customized for modes of
interactivity and display of a parametric model using stan-
dard Grasshopper components. Hence the same gesture
can be repurposed for different applications.
Mixed-Reality Fabrication
In order to test the effectiveness of our platform to assist
with complex fabrication tasks we developed a pavilion
design consisting of a collection of interwoven steel rods.
The form of each rod consists of several filleted bends
with linear sections that serve to define parallel joints. The
design was derived by fitting curves to a graph following
a series of goals that attempt to satisfy aesthetic criteria,
structural performance and fabrication constraints (Figure
4). While the algorithm produced results that could be built
with some modification during assembly, several mixed
reality applications were developed to create a scan of
the construction site and identify problematic joints and
geometry using a mixed reality markup application.
Visualization of 3D models in context and at scale is useful
for understanding and modifying complex geometries that
are difficult to read when projected to a 2D screen. By
interpolating a curve through the recorded positions of
a user’s hand, geometry can be created that effectively
allows a user to draw directly within 3D space and the
Rhino document simultaneously (Figure 5). We utilized this
mixed reality application to create markup notes directly
within the Rhino model that can be addressed by a collabo-
rator working within the CAD environment at a desktop PC.
A 3D scan of the working environment was built by
traversing the physical space on foot and periodically
requesting 3D mesh data made available on the HoloLens
3
4
COMPUTATIONAL INFIDELITIES
92
5
in Grasshopper over WiFi (Figure 6). While the resolution
of the scan is coarse (with the length of produced mesh
edges being up to 250 mm), we found it sufficient to ensure
that the fabricated pavilion could be moved through the
construction site and that no collisions would take place
during the bending process.
Holographic Bending
After completing the digital design, an application was built
in Grasshopper that allowed users to iterate over each part
in the model, unroll the polyline geometry, orient the geom-
etry to a physical workspace, make minor adjustments to
this model to ensure alignment with any variations in the
physical material (e.g., stretched, kinked or bent pipe) and to
calibrate the hologram to the tolerances of the bending arm.
Within the mixed reality environment, a fabricator could
control each of these elements of the Grasshopper model
through a graphical user interface consisting of buttons
for displaying and flipping parts, stepping through bends
or iterating over parts in the assembly (Figure 7). A toggle
to display all states of the bending process was used to
visually ensure that there were no collisions with the phys-
ical workspace. The fabricator could flip the bend order if
required in order to resolve any detected collisions.
During bending, the fabricator aligned the physical pipe
with the hologram by eye to ensure the segment length
and pipe rotation is correct before beginning the bend. The
green overlays showing each stage of the bend (Figure 7)
allowed the fabricator to account for twisting of the pipe
during bending. Once the pipe aligned with the last of these
states, the bend is complete. The fabricator then used the
bend selection buttons in the interactive holographic model
to proceed to the next bend, and the process repeated. On
completion of a part, the bending team passed the pipe to
the assembly team where it was placed in the structure.
Upon receiving the part from the bending team, the
assembler wearing the HoloLens assisted and directed
the assembly team to interweave the part into the correct
location (Figure 8) and ensure it did not deviate significantly
from the holographic representation. As with the previous
application, the assembler could interact with holographic
buttons to view either highly task-specific information (only
the current part being placed), or all of the parts in the
completed structure. The assembler was responsible for
double-checking the accuracy of parts and ensuring that
the joint locations were correct, and visually inspecting that
the placement of the current part did not compromise the
position of future parts. Assembly of multiple components
could occur in parallel by connecting multiple headsets to
the same co-located holographic model, though we did not
rely on this extensively during the workshop.
Digitization
A cuboid image marker (Figure 9) was tracked using
Vuforia and the position and orientation was streamed to
Grasshopper. Once the user placed the physical marker at
a desired sample point, a “tap” gesture was performed to
register either the start or end of a linear segment of the
sampled part. Repeating this process created a series of
extended lines which could be intersected and filleted to
6 7
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93
10
9
create an accurate representation of the physical object
(Figure 10). Once a pipe was digitized, the user clicked
a holographic “bake” button to add the curve to a list of
processed geometry and began drawing a separate shape
(Figure 11), allowing a continuous process without physi-
cally returning to the computer. Once the object had been
completely sampled, Galapagos (an evolutionary solver
for Grasshopper) was used to fit the digitized model to
the target digital model such that we could measure the
deviation.
RESULTS AND REFLECTIONWoven Steel Fabrication
The pavilion structure consisted of 92 unique parts and 560
individual bends and was fabricated and assembled over
a period of three days by two teams of two people without
prior experience with any of the tools or fabrication tech-
niques required for the project. Each team consisted of a
11
fabricator wearing the HoloLens and following holographic
instructions, and an assistant performing tasks as directed.
In order to transport the pavilion to site it was assem-
bled in four discrete parts following a linear construction
sequence. On completion of each part, connection points
were digitized to measure deviation from the digital model
and adjust the geometry of subsequent parts to minimize
error in the joint.
Deviation and Adaptive Fabrication
For the digitized part (Figure 13), the digital design model
and the digitized physical model differ by at most 46 mm,
with an average of 20 mm across all parts. Given the
structure was fabricated from 16 mm pipe, this deviation
could often be attributed to human error in placing a joint
on a different side of the pipe to the digital model which is
considered an acceptable error as it may facilitate faster
fabrication time without compromising the design language
of the structure. Larger deviation can be attributed to
human error during bending and part assembly, deflection
in the physical model due to self-weight and contortion,
error in the digital model resulting in self-intersecting parts
that could not be accurately reproduced with physical
material, holographic drift from inside-out device tracking,
and deliberate adjustments to the model during assembly
(Figure 12).
The fabrication team deliberately deviated from the digital
model in order to reduce the construction time of the
pavilion. Often a slight error in the placement of a part
could be accommodated for by adjusting the joints with
8
COMPUTATIONAL INFIDELITIES
94
subsequent parts, or by manually bending subsequent
parts to re-align with the geometry of the structure.
Alternatively the part could be removed and re-bent with
more care and precision at the cost of increased construc-
tion time. As parts are fabricated on-demand using an
interactive holographic model, similar adaptations could
be made by digitizing the incorrect part and adjusting the
geometry of connecting parts before fabrication. This
enables the adaptive construction process to be extended
to larger-scale structures and materials where manual
adjustment of parts is not feasible.
Causes of Error
Inaccuracies in segment lengths between bends result
in significant error as lengths cannot be adapted during
assembly and instead lead to cumulative errors across the
structure. However, we did not observe this as a common
cause of error in the Woven Steel pavilion as registering the
correct length of pipe using a holographic guide is a simple
task working from only 1D information and is not affected
by occlusion of physical material by holographic informa-
tion. Inaccurate bend angles also result in errors during
assembly but can be accounted for due to some flexibility in
material. We observed that using a 3D holographic guide to
accurately reproduce bend angles required significant skill,
as even small errors in bend angles accumulate across the
part and result in deviations from the digital model. During
assembly, parts can be placed on the “wrong side” of a
joint or at the wrong length along a joint resulting in minor
errors. These were largely accommodated through adap-
tive assembly.
Comparison to Automation
The authors have some experience working with robotic
rod bending and in comparison, we identify some key
differences. While robotic bending processes are typically
used for mass-customization of parts with minor variations
made within the tolerances of the robotic arm, holographic
fabrication enables all parts to be entirely unique without
dramatically increasing the difficulty of setup, production
or assembly. As the parts are also produced on demand,
no labeling or part identification is required. Subsequently,
there are fewer constraints on the design model which
does not need to account for collision with moving robots
or machinery. The direct visualization of the design model
for assembly allows for the design of unique joint loca-
tions or types without the need for additional specification
or documentation. While manual fabrication limits the
scale of material, it offers advantages in reducing safety
requirements, hardware expertise and equipment costs
in comparison to robotic or CNC processes. The tooling is
inherently mobile due to the small size and weight of the
bending equipment, and minimal expertise is required to
fabricate parts or assemble the structure.
Further Work
The accuracy and speed of our holographic fabrication
approach could be improved by providing greater feedback
to the user. Coloring holographic instructions based on
proximity feedback in the placement of physical material
when compared to the digital could be achieved using
marker tracking and provide immediate feedback regarding
the accuracy of a bend or placement of parts. Digitization
12
Making in Mixed Reality Jahn, Newnham, van den Berg, BeanlandMaking in Mixed Reality Jahn, Newnham, van den Berg, Beanland
95
of the structure during assembly would also improve the
accuracy of the structure by adjusting digital models and
holographic instructions for parts following in the assembly
sequence. We recognize the need to measure and where
possible reduce the drift caused by inside-out tracking
systems, and in future work intend to compare results from
more robust industry-standard 3D scanning processes to
those of the holographic digitization method described in
this paper.
Whilst we identify some advantages of mixed reality fabri-
cation environments in comparison to robotic processes,
we recognize the advantages of a hybrid approach. Future
developments of this research will work with CNC and
robotic processes to combine faster and more accurate
part fabrication with the dexterity and intuition of human
assembly teams. Automated part fabrication will also
assist in scaling up the process and facilitate working with
materials too rigid to bend by hand.
CONCLUSIONFabrication within mixed reality environments enables
construction teams to assemble structures consisting
entirely of complex joints between unique parts without
the need to follow 2D instructions or work from 2.5D
setout points. While we did not conduct a comparative
study of fabrication time using traditional documentation
and fabrication time using holographic instructions, it is
not unreasonable to conclude that using drawings and
templates for 560 bend angles, feed measurements and
rotations would be excessively tedious and time consuming.
We demonstrate that traditional drawn instructions can
be replaced with holographic applications that describe
task-specific information to fabricators in context and as
needed, reducing requirements to switch attention from
machine and material tasks to drawings or screens and
instead combining these two mediums in a mixed reality
experience. This improves the capability of fabricators to
develop skills and expertise in complex fabrication tasks,
as demonstrated by the construction of a pavilion by
construction teams with no prior experience with material
and fabrication processes. We demonstrate that working
from holographic guides enables fabrication teams to make
adjustments to the design as necessary during fabrication
in order to reduce construction time and complexity and
reduce the risk of task failure and cumulative error.
This research further demonstrates that current genera-
tion head-mounted displays such as the HoloLens provide
sufficient registration of holograms to physical environ-
ments to use these as a reference as to the accuracy of
an assembly or fabrication task, with most deviation from
digital models derived from lack of assembly experience
rather than drift in the holographic reference model. We
measure this using a novel method of digitizing the as-built
pavilion using a marker tracking method that creates an
accurate model from only a limited number of sample
points for immediate feedback to designers and without the
requirement for 3D scanning setups and mesh reconstruc-
tion software.
ACKNOWLEDGEMENTSThis work was produced with students during an invited workshop
at the 2018 CAADRIA Conference. We thank the participants and
organizers for their confidence and support.
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14 Welding an assembled part of the structure
15 A participant teaching a colleague the bending application
16 A participant instructing in the assembly of part of the structure
Making in Mixed Reality Jahn, Newnham, van den Berg, BeanlandMaking in Mixed Reality Jahn, Newnham, van den Berg, Beanland
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IMAGE CREDITSFigure 2: © T. P. Caudell and D. W. Mizell 1992
All other drawings and images by the authors.
Gwyllim Jahn is the co-founder of Fologram and on sabbatical as
a Lecturer in Architecture at RMIT. He develops design research in
the fields of mixed reality environments, autonomous robotic fabri-
cation, behavioural design systems and creative applications of
machine learning. His work has been published in leading compu-
tational design conferences and journals including IJAC, ACADIA
and RobArch and he has given talks, presentations and workshops
at international institutions including MIT, Stuttgart ICD, Cooper
Union, UCL, UTS, Tongji and Tsinghua University.
Cameron Newnham s the co-founder and CTO of Fologram. His
experience lies in the creation of novel tools for designing and
fabricating complex geometric systems, including code libraries
for mixed reality interfaces, 3D printing and robotic fabrication.
Cameron has experience as a computational designer in interna-
tionally renowned and award winning architectural practices, and
academic experience as an Associate Lecturer – Industry Fellow
at RMIT University, Melbourne University and has led numerous
international design and build workshops in Shanghai, New York,
Paris, Boston, Sydney, and Melbourne.
Nicholas van den Berg is the co-founder of Fologram and a tech-
nology research and development consultant.
Matthew Beanland is completing his Masters of Architecture
thesis at RMIT university.
17 A small chunk of the pavilion with image marker used to calibrate digital and physical models during digitization
COMPUTATIONAL INFIDELITIES