Tuesday, September 30, 2014

Grow a building: progress

L-SYSTEM |  Grow a building: progress

So far most of my exploration on this project has been within Houdini and the L-system node.  I have written an L-system which uses basic colored blocks as 'flowers' in order to assemble massing models.   I have contained the L-system within a metaball; this feature has proven to be somewhat troublesome.  A rule which terminates the branch if it is not within the boundary kills the growth of the system.  One solution to this issue may be to create multiple branches in separate directions, each terminating once they reach their respective boundaries.  

Example of building block massing model
Gen 06 (3 flower blocks)

Another issue I am experiencing is that the structure does not build on the previous generation, instead the L-system creates a different configuration for each respective generation.  This makes the system very unpredictable; this could potentially be a positive aspect of the system in the sense that it creates unique structures for each generation however I need to study my rules to better understand how this is occurring so that I can more directly control the system.



Once the rules have been refined I am planning on replacing the simple blocks with more refined architectural blocks.  The resulting aesthetic from the simple block configuration reminded me of shipping container architecture.  I am considering creating several different shipping container modules which the system will use as flowers to construct the structure.  The shipping container modules will contain windows, doors, and other architectural elements.


Container City II - Trinity Buoy Wharf


Puma City - Lot-Ek Arch & Design


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L-SYSTEM |  Grow a building: Tests


Gen 01

Gen 02

Gen 03

Gen 04

Gen 05

Gen 06



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Wednesday, September 24, 2014

Grow A Building

L-SYSTEM |  Grow a building

As an exploration of generative L-systems; I will create a system which will 'grow' a building within a 3-dimensional site bounding box.  The 3D bounding volume will be generated as an extrusion from an existing or hypothetical site plan.  The L-system's branches will generate structural elements and potentially circulation spaces, while the leaf nodes will generate massings for occupiable space.


3D Site Bounding Volume


I will use Houdini software in order to generate the L-system and resulting building.  The final product will be presented as a series of architectural renders; perspective, section, ortho etc.


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INSPIRATION |  Michael Hansmeyer

This project was inspired by the work of Michael Hansmeyer in Computational Architecture.





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Thursday, September 18, 2014

NetLogo Invasion!


NETLOGO |  Invasion

NetLogo is a programmable simulation modeling environment.  As an example of evolutionary systems & genetic algorithms, I observed the "Bug Hunt Predators and Invasion Species" model using NetLogo.  This model visualizes the stability of predator-prey ecosystems.  'Invader' species can be introduced by the user in order to observe its effect on the artificial ecosystem.


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BUG HUNT |  Invasion 01

I first began by running the system without any invaders at default settings in order to observe the initial balance of the system.   This system produced a three-way reciprocal oscillating relationship between grass, prey, and predator. 

Invasion 01 |  Default settings


BUG HUNT |  Invasion 02

For the next setup, I initialized the invaders as original inhabitants of the environment.  This also produced an oscillating relationship between the inhabitants of the ecosystem.  The invader species seemed to follow a similar population curve as the native bug population.

Invasion 02 |  The Peaceful 'Invasion'



BUG HUNT |  Invasion 03

In this version I tried a series of sequential invasion in an attempt to disrupt the ecosystem.  The spike of invaders was quickly crushed by a rise in predators.

Invasion 03 |  The Failed Invasion  



BUG HUNT |  Invasion 04

Due to the previous failed invasion, for this trial I cranked up the invaders halfway through the simulation.  The invaders seemed to quickly be swept up into the oscillating homeostasis of the ecosystem.

Invasion 04 |  Invasion & Treaty



BUG HUNT |  Invasion 05

This time the invasion was successful!  I turned up the amount the invaders consume and made a huge spike of invaders.  VICTORY!!

Invasion 05 |  The Great Victory



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Tuesday, September 16, 2014

Line Sculptures - Final


FINAL |  Fragmented

I used Houdini software in order to create pseudo-randomly generated 3D line sculpture from a source image.  The 3D sculpture uses gestalt art principals in order to allow the observer to mentally construct the source image when viewed from the correct angle.

The Houdini system I created projects the source image from a viewing camera onto a 3D surface.  The surface is then extruded into 3D space based on the values received from the source image.  Using a random point scatter, with the density driven by color values, the points are then connected by a single spline.

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Final Images

Fragmented I (Dense)

Fragmented I (Sparse)

360 Orbit




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Source Image
source:  Humans of San Antonio

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Thursday, September 11, 2014

Chance Line Sculpture Fragmentation - Porj 01

INTRO |  Chance Art - 3D Line Sculptures

        As an exploration of chance art methods, I am going to attempt to create a procedural system which generates 3D line sculptures from a single source image.  The resulting digital sculptures will obscure the source image by fragmenting it into 3D space.  When seen from the correct viewing angle, the observer should be able to mentally reconstruct the source image.

        My project was inspired by the line art of Andre Wee titled "Forming and Fragmenting".  Andre Wee used Rhino + Grasshopper (parametric modeling software) and Photoshop to create these pieces.  The final portrait images generated by his process appear to be in a state of limbo between 'form' and 'fragment'.


Andre Wee - "Between Construction and Destruction"

Andre Wee - "Limbo IV"

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METHODS |  Test cases

Using Houdini software, I will attempt to create a similar art style through procedural methods.  My intent is to use procedural methods and chance variables in order to develop a system which will automatically generate a 3D line sculpture from a single source image.  The sculpture should be viewable from a single angle which allows the observer to mentally construct the source image.

The Houdini system I created projects the source image from a viewing camera onto a 3D surface.  The surface is then extruded into 3D space based on the values received from the source image.  Using a random point scatter, with the density driven by color values, the points are then connected by a single spline.

Source Image

Side View  (after processing)

Front View  (after processing)




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METHODS |  Test case 02

The second series of tests uses a colored source image and variation in point density in order to observe the effects.




Source Image 2

Front View  (high density)

Front View  (medium density)

Front View  (low density)

Front View (higher extrusion multiplier)

Perspective View (higher extrusion multiplier)



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DISCUSSION |  Issues and Results

Currently I am experiencing issues with rendering the 3D line sculptures generated.  It appears that Houdini is attempting to polygonalize the line structures at render time.  Further exploration of render treatments is needed at this time.


Rendered View

Currently I have only tested this process with images which contain an alpha channel, this results in an image with clearly defined boundaries.  Using an alpha channel creates an interesting profile however further exploration will be done with images that do no contain an alpha channel.  

I am most satisfied with the tests which use a higher extrusion multiplier and medium point density.  The larger range of extrusion adds visual interest to the sculpture as a 3D piece, while the medium point density allows for a balance between source image readability and fragmentation.

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