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INTRODUCTION TO

DIGITAL ARCHITECTURE

DIGITAL MORPHOGENESIS
MORPHOLOGY – The study of Forms

MORPHOGENESIS - Formation of the structure of


an organism or part; differentiation and growth
of tissues and organs during development.
In contemporary architectural design, digital
media is increasingly being used not as a
representational tool for visualization but as a
generative tool for the derivation of form and its
transformation, the digital morphogenesis.

In a radical departure from centuries old traditions


and norms of architectural design, digitally-
generated forms are not designed or drawn as the
conventional understanding of these terms would
have it, but they are calculated by the chosen
generative computational method.
Instead of modeling an external form, designers
articulate an internal generative logic, which then
produces, in an automatic fashion, a range of
possibilities from which the designer could choose
an appropriate formal proposition for further
development.

The plan no longer “generates”. the design;


sections attain a purely analytical role. Grids,
repetitions and symmetries lose their past raison
d.être, as infinite variability becomes as feasible
as modularity, and as mass-customization presents
alternatives to mass-production.
The emphasis shifts from the
“making of form”. to the
“finding of form”. Which
various digitally-based
generative techniques seem to
bring about intentionally. In the
realm of form, the stable is
replaced by the variable,
singularity by multiplicity.
TOPOLOGICAL
ARCHITECTURES

•TOPOLOGY
•NURBS
•NON – EUCLEDIAN GEOMETRY
TOPOLOGY

The study of geometric properties and spatial


relations unaffected by the continuous change of
shape or size of figures

A family of open subsets of an abstract space such


that the union and the intersection of any two of
them are members of the family, and that includes
the space itself and the empty set
TOPOLOGY
According to its mathematical definition, topology
is a study of intrinsic, qualitative properties of
geometric forms that are not normally affected by
changes in size or shape i.e. which remain
invariant through continuous one-to-one
transformations or elastic deformations, such as
stretching or twisting.
TOPOLOGY
A circle and an ellipse, for example, or a square
and a rectangle, can be considered to be
topologically equivalent, as both circle and square
could be deformed by stretching them into an
ellipsoid or rectangle, respectively.

Topological transformations, first and foremost,


affect the relational structure, and, thus, the
resulting form(s). For example, a rectangle could
be transformed into a triangle with a single
topological operation of deleting one of its
vertices.
NON EUCLIDEAN GEOMETRIES
Architectural thinking throughout centuries was
based firmly on Euclidean thought and Platonic
solids, neatly depicted in Le Corbusier.s sketch in
his book Vers une architecture.3 (NEXT SLIDE)

The cylinder, pyramid, cube, prism and sphere


were not only the essential forms of the Egyptian,
Greek and Roman architecture, as dryly observed
by Le Corbusier, but were also universal
geometric “primitives” of the digital solid
modeling software of the late twentieth century.
NON EUCLIDEAN GEOMETRIES
NON EUCLIDEAN GEOMETRIES
The first four postulates, as articulated by Euclid,
are considered postulates of absolute geometry. It
was this fifth postulate that opened the realm of
non-Euclidean geometries. Though many had
questioned Euclid’s fifth postulate, it was not until
Carl Friedrich Gauss and the mathematicians after
him who have finally managed to successfully
demonstrate the existence of non-Euclidean
geometries.
NON EUCLIDEAN GEOMETRIES
Euclid's Postulates
1. A straight line segment can be drawn joining any two points.
2. Any straight line segment can be extended indefinitely in a straight line.
3. Given any straight lines segment, a circle can be drawn having the segment as
radius and one endpoint as center.
4. All Right Angles are congruent.
5. If two lines are drawn which intersect a third in such a way that the sum of the
inner angles on one side is less than two Right Angles, then the two lines inevitably
must intersect each other on that side if extended far enough. This postulate is
equivalent to what is known as the Parallel Postulate.
NURBS
In pre-digital architecture, whose formal
potentiality was, in large part, a direct extension
of the limits of Euclidean geometry (lines, circles,
quadrilaterals, etc.), the description and,
consequently, the construction of compound,
complex curves was accomplished through an
approximation by concatenating tangent circular
arcs and straight line segments, which could be
delineated with ease on paper and on the building
site.
NURBS
NURBS
A departure from the Euclidean geometry of
discrete volumes represented in Cartesian space
and made possible the present use of “topological”
“rubber-sheet” geometry of continuous curves and
surfaces that feature prominently in contemporary
architecture. The highly curvilinear surfaces in the
architecture of the digital avant-garde are
described mathematically as NURBS, which is an
acronym that stands for Non-Uniform Rational
B-Splines.
NURBS
What makes NURBS curves and surfaces
particularly appealing is their ability to easily
control their shape by interactively manipulating
the control points, weights and knots. NURBS
make the heterogeneous, yet coherent, forms of
the digital architectures computationally possible
and their construction attainable by means of
computer numerically controlled (CNC)
machinery
ISOMORPHIC
ARCHITECTURES

•BLOBS
•METABALLS
•ISOMORPHIC SURFACES
BLOBS-METABALLS-
ISOMORPHIC SURFACES
These are amorphous objects constructed as
composite assemblages of mutually inflecting
parametric objects with internal forces of mass
and attraction
BLOBS-METABALLS-
ISOMORPHIC SURFACES
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.
BLOBS-METABALLS-
ISOMORPHIC SURFACES
ANIMATE
ARCHITECTURES
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.
ANIMATE ARCHITECTURES

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.
ANIMATE ARCHITECTURES
METAMORPHIC
ARCHITECTURES
METAMORPHIC
ARCHITECTURES
Metamorphic generation of form includes several
techniques such as key shape 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.
METAMORPHIC
ARCHITECTURES
In keyshape (keyframe) animation, different states
of an object (i.e. keyshapes or keyframes) are
located at discrete points in time, and the software
then computes through interpolation a smooth,
animated, time-encoded transition between them.
A designer could choose one of the interpolated
states for further development, or could use the
interpolation as an iterative modeling technique to
produce instances of the object as it transitions,
i.e. morphs from one state to another
METAMORPHIC
ARCHITECTURES
In key shape animation, changes in the geometry
are recorded as key frames (key shapes) 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.
METAMORPHIC
ARCHITECTURES

In path animation,
for example, an
object is deformed
as it moves along a
selected path
EVOLUTIONARY
ARCHITECTURES
The “rules” that direct the genesis of living
organisms, that generate their form, are encoded
in the strands of DNA. Variation within the same
species is achieved through gene crossover and
mutation, i.e. through the iterative exchange and
change of information that governs the biological
morphogenesis.
EVOLUTIONARY
ARCHITECTURES
Architectural concepts are expressed as a set of
generative rules, and their evolution and
development can be digitally encoded. The
generative script of instructions produces a large
number of “prototypical forms which are then
evaluated on the basis of their performance in a
simulated environment”. According to Frazer, the
emergent forms are often unexpected.
EVOLUTIONARY
ARCHITECTURES
The key concept behind the evolutionary approach
to architecture is that of the genetic algorithm, a
class of highly parallel evolutionary, adaptive
search procedures. Their key characteristic is a
string-like structure equivalent to the
chromosomes of nature, To which the rules of
reproduction, gene crossover and mutation are
applied
EVOLUTIONARY
ARCHITECTURES
EVOLUTIONARY
ARCHITECTURES
Various parameters are encoded into .a string-like
structure and their values changed, often
randomly, during the generative process. A
number of similar forms, .pseudo-organisms. Are
generated , which are then selected from the
generated populations based on a predefined
fitness criteria. The selected organisms and the
corresponding parameter values, are then
crossbred, with the accompanying gene
crossovers and mutations thus passing beneficial
and survival-enhancing traits to new generations.

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