CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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_id 6f61
authors Turkiyyah, G.M., Storti, D.W., Ganter, M., Hao, C. and Vimawala, M.
year 1997
title An accelerated triangulation method for computing the skeletons of free-form solid models
source Computer-Aided Design, Vol. 29 (1) (1997) pp. 5-19
summary Shape skeletons are powerful geometric abstractions that provide useful intermediate representations for a number of geometric operations on solid models includingfeature recognition, shape decomposition, finite element mesh generation, and shape design. As a result there has been significant interest in the development of effectivemethods for skeleton generation of general free-form solids. In this paper we describe a method that combines Delaunay triangulation with local numerical optimizationschemes for the generation of accurate skeletons of 3D implicit solid models. The proposed method accelerates the slow convergence of Voronoi diagrams to theskeleton, which, without optimization, would require impractically large sample point sets and resulting messhes to attain acceptable accuracy. The Delaunaytriangulation forms the basis for generating the topological structure of the skeleton. The optimization step of the process generates the geometry of the skeleton patchesby moving the vertices of Delaunay tetrahedra and relocating their centres to form maximally inscribed spheres. The computational advantage of the optimization schemeis that it involves the solution of one small optimization problem per tetrahedron and its complexity is therefore only linear (O(n)) in the number of points used for theskeleton approximation. We demonstrate the effectiveness of the method on a number of representative solid models.
keywords Skeleton Generation, Medial Axis, Delaunay Triangulation, Surface Curvature, Implicit Solid Models
series journal paper
last changed 2003/05/15 21:33

_id ga0026
id ga0026
authors Ransen, Owen F.
year 2000
title Possible Futures in Computer Art Generation
source International Conference on Generative Art
summary Years of trying to create an "Image Idea Generator" program have convinced me that the perfect solution would be to have an artificial artistic person, a design slave. This paper describes how I came to that conclusion, realistic alternatives, and briefly, how it could possibly happen. 1. The history of Repligator and Gliftic 1.1 Repligator In 1996 I had the idea of creating an “image idea generator”. I wanted something which would create images out of nothing, but guided by the user. The biggest conceptual problem I had was “out of nothing”. What does that mean? So I put aside that problem and forced the user to give the program a starting image. This program eventually turned into Repligator, commercially described as an “easy to use graphical effects program”, but actually, to my mind, an Image Idea Generator. The first release came out in October 1997. In December 1998 I described Repligator V4 [1] and how I thought it could be developed away from simply being an effects program. In July 1999 Repligator V4 won the Shareware Industry Awards Foundation prize for "Best Graphics Program of 1999". Prize winners are never told why they won, but I am sure that it was because of two things: 1) Easy of use 2) Ease of experimentation "Ease of experimentation" means that Repligator does in fact come up with new graphics ideas. Once you have input your original image you can generate new versions of that image simply by pushing a single key. Repligator is currently at version 6, but, apart from adding many new effects and a few new features, is basically the same program as version 4. Following on from the ideas in [1] I started to develop Gliftic, which is closer to my original thoughts of an image idea generator which "starts from nothing". The Gliftic model of images was that they are composed of three components: 1. Layout or form, for example the outline of a mandala is a form. 2. Color scheme, for example colors selected from autumn leaves from an oak tree. 3. Interpretation, for example Van Gogh would paint a mandala with oak tree colors in a different way to Andy Warhol. There is a Van Gogh interpretation and an Andy Warhol interpretation. Further I wanted to be able to genetically breed images, for example crossing two layouts to produce a child layout. And the same with interpretations and color schemes. If I could achieve this then the program would be very powerful. 1.2 Getting to Gliftic Programming has an amazing way of crystalising ideas. If you want to put an idea into practice via a computer program you really have to understand the idea not only globally, but just as importantly, in detail. You have to make hard design decisions, there can be no vagueness, and so implementing what I had decribed above turned out to be a considerable challenge. I soon found out that the hardest thing to do would be the breeding of forms. What are the "genes" of a form? What are the genes of a circle, say, and how do they compare to the genes of the outline of the UK? I wanted the genotype representation (inside the computer program's data) to be directly linked to the phenotype representation (on the computer screen). This seemed to be the best way of making sure that bred-forms would bare some visual relationship to their parents. I also wanted symmetry to be preserved. For example if two symmetrical objects were bred then their children should be symmetrical. I decided to represent shapes as simply closed polygonal shapes, and the "genes" of these shapes were simply the list of points defining the polygon. Thus a circle would have to be represented by a regular polygon of, say, 100 sides. The outline of the UK could easily be represented as a list of points every 10 Kilometers along the coast line. Now for the important question: what do you get when you cross a circle with the outline of the UK? I tried various ways of combining the "genes" (i.e. coordinates) of the shapes, but none of them really ended up producing interesting shapes. And of the methods I used, many of them, applied over several "generations" simply resulted in amorphous blobs, with no distinct family characteristics. Or rather maybe I should say that no single method of breeding shapes gave decent results for all types of images. Figure 1 shows an example of breeding a mandala with 6 regular polygons: Figure 1 Mandala bred with array of regular polygons I did not try out all my ideas, and maybe in the future I will return to the problem, but it was clear to me that it is a non-trivial problem. And if the breeding of shapes is a non-trivial problem, then what about the breeding of interpretations? I abandoned the genetic (breeding) model of generating designs but retained the idea of the three components (form, color scheme, interpretation). 1.3 Gliftic today Gliftic Version 1.0 was released in May 2000. It allows the user to change a form, a color scheme and an interpretation. The user can experiment with combining different components together and can thus home in on an personally pleasing image. Just as in Repligator, pushing the F7 key make the program choose all the options. Unlike Repligator however the user can also easily experiment with the form (only) by pushing F4, the color scheme (only) by pushing F5 and the interpretation (only) by pushing F6. Figures 2, 3 and 4 show some example images created by Gliftic. Figure 2 Mandala interpreted with arabesques   Figure 3 Trellis interpreted with "graphic ivy"   Figure 4 Regular dots interpreted as "sparks" 1.4 Forms in Gliftic V1 Forms are simply collections of graphics primitives (points, lines, ellipses and polygons). The program generates these collections according to the user's instructions. Currently the forms are: Mandala, Regular Polygon, Random Dots, Random Sticks, Random Shapes, Grid Of Polygons, Trellis, Flying Leap, Sticks And Waves, Spoked Wheel, Biological Growth, Chequer Squares, Regular Dots, Single Line, Paisley, Random Circles, Chevrons. 1.5 Color Schemes in Gliftic V1 When combining a form with an interpretation (described later) the program needs to know what colors it can use. The range of colors is called a color scheme. Gliftic has three color scheme types: 1. Random colors: Colors for the various parts of the image are chosen purely at random. 2. Hue Saturation Value (HSV) colors: The user can choose the main hue (e.g. red or yellow), the saturation (purity) of the color scheme and the value (brightness/darkness) . The user also has to choose how much variation is allowed in the color scheme. A wide variation allows the various colors of the final image to depart a long way from the HSV settings. A smaller variation results in the final image using almost a single color. 3. Colors chosen from an image: The user can choose an image (for example a JPG file of a famous painting, or a digital photograph he took while on holiday in Greece) and Gliftic will select colors from that image. Only colors from the selected image will appear in the output image. 1.6 Interpretations in Gliftic V1 Interpretation in Gliftic is best decribed with a few examples. A pure geometric line could be interpreted as: 1) the branch of a tree 2) a long thin arabesque 3) a sequence of disks 4) a chain, 5) a row of diamonds. An pure geometric ellipse could be interpreted as 1) a lake, 2) a planet, 3) an eye. Gliftic V1 has the following interpretations: Standard, Circles, Flying Leap, Graphic Ivy, Diamond Bar, Sparkz, Ess Disk, Ribbons, George Haite, Arabesque, ZigZag. 1.7 Applications of Gliftic Currently Gliftic is mostly used for creating WEB graphics, often backgrounds as it has an option to enable "tiling" of the generated images. There is also a possibility that it will be used in the custom textile business sometime within the next year or two. The real application of Gliftic is that of generating new graphics ideas, and I suspect that, like Repligator, many users will only understand this later. 2. The future of Gliftic, 3 possibilties Completing Gliftic V1 gave me the experience to understand what problems and opportunities there will be in future development of the program. Here I divide my many ideas into three oversimplified possibilities, and the real result may be a mix of two or all three of them. 2.1 Continue the current development "linearly" Gliftic could grow simply by the addition of more forms and interpretations. In fact I am sure that initially it will grow like this. However this limits the possibilities to what is inside the program itself. These limits can be mitigated by allowing the user to add forms (as vector files). The user can already add color schemes (as images). The biggest problem with leaving the program in its current state is that there is no easy way to add interpretations. 2.2 Allow the artist to program Gliftic It would be interesting to add a language to Gliftic which allows the user to program his own form generators and interpreters. In this way Gliftic becomes a "platform" for the development of dynamic graphics styles by the artist. The advantage of not having to deal with the complexities of Windows programming could attract the more adventurous artists and designers. The choice of programming language of course needs to take into account the fact that the "programmer" is probably not be an expert computer scientist. I have seen how LISP (an not exactly easy artificial intelligence language) has become very popular among non programming users of AutoCAD. If, to complete a job which you do manually and repeatedly, you can write a LISP macro of only 5 lines, then you may be tempted to learn enough LISP to write those 5 lines. Imagine also the ability to publish (and/or sell) "style generators". An artist could develop a particular interpretation function, it creates images of a given character which others find appealing. The interpretation (which runs inside Gliftic as a routine) could be offered to interior designers (for example) to unify carpets, wallpaper, furniture coverings for single projects. As Adrian Ward [3] says on his WEB site: "Programming is no less an artform than painting is a technical process." Learning a computer language to create a single image is overkill and impractical. Learning a computer language to create your own artistic style which generates an infinite series of images in that style may well be attractive. 2.3 Add an artificial conciousness to Gliftic This is a wild science fiction idea which comes into my head regularly. Gliftic manages to surprise the users with the images it makes, but, currently, is limited by what gets programmed into it or by pure chance. How about adding a real artifical conciousness to the program? Creating an intelligent artificial designer? According to Igor Aleksander [1] conciousness is required for programs (computers) to really become usefully intelligent. Aleksander thinks that "the line has been drawn under the philosophical discussion of conciousness, and the way is open to sound scientific investigation". Without going into the details, and with great over-simplification, there are roughly two sorts of artificial intelligence: 1) Programmed intelligence, where, to all intents and purposes, the programmer is the "intelligence". The program may perform well (but often, in practice, doesn't) and any learning which is done is simply statistical and pre-programmed. There is no way that this type of program could become concious. 2) Neural network intelligence, where the programs are based roughly on a simple model of the brain, and the network learns how to do specific tasks. It is this sort of program which, according to Aleksander, could, in the future, become concious, and thus usefully intelligent. What could the advantages of an artificial artist be? 1) There would be no need for programming. Presumbably the human artist would dialog with the artificial artist, directing its development. 2) The artificial artist could be used as an apprentice, doing the "drudge" work of art, which needs intelligence, but is, anyway, monotonous for the human artist. 3) The human artist imagines "concepts", the artificial artist makes them concrete. 4) An concious artificial artist may come up with ideas of its own. Is this science fiction? Arthur C. Clarke's 1st Law: "If a famous scientist says that something can be done, then he is in all probability correct. If a famous scientist says that something cannot be done, then he is in all probability wrong". Arthur C Clarke's 2nd Law: "Only by trying to go beyond the current limits can you find out what the real limits are." One of Bertrand Russell's 10 commandments: "Do not fear to be eccentric in opinion, for every opinion now accepted was once eccentric" 3. References 1. "From Ramon Llull to Image Idea Generation". Ransen, Owen. Proceedings of the 1998 Milan First International Conference on Generative Art. 2. "How To Build A Mind" Aleksander, Igor. Wiedenfeld and Nicolson, 1999 3. "How I Drew One of My Pictures: or, The Authorship of Generative Art" by Adrian Ward and Geof Cox. Proceedings of the 1999 Milan 2nd International Conference on Generative Art.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id d4b1
authors Egglib, L., Ching-yaob, H., Brüderlinb, B. and Elbera, G.
year 1997
title Inferring 3D models from freehand sketches and constraints
source Computer-Aided Design, Vol. 29 (2) (1997) pp. 101-112
summary This paper describes `Quick-sketch', a 2D and 3D modelling tool for pen-based computers. Users of this system define a model by simple pen strokes, drawn directlyon the screen of a pen-based PC. Exact shapes and geometric relationships are interpreted from the sketch. The system can also be used to sketch 3D solid objects andB-spline surfaces. These objects may be refined by defining 2D and 3D geometric constraints. A novel graph-based constraint solver is used to establish the geometricrelationships, or to maintain them when manipulating the objects interactively. The approach presented here is a first step towards a conceptual design system.Quick-sketch can be used as a hand sketching front-end to more sophisticated modelling, rendering or animation systems.
keywords Geometric Constraints, Conceptual Design, Free-Hand Sketch Interpretation
series journal paper
last changed 2003/05/15 21:33

_id diss_marsh
id diss_marsh
authors Marsh, A.J.
year 1997
title Performance Analysis and Conceptual Design
source School of Architecture and Fine Arts, University of Western Australia
summary A significant amount of the research referred to by Manning has been directed into the development of computer software for building simulation and performance analysis. A wide range of computational tools are now available and see relatively widespread use in both research and commercial applications. The focus of development in this area has long been on the accurate simulation of fundamental physical processes, such as the mechanisms of heat flow though materials, turbulent air movement and the inter-reflection of light. The adequate description of boundary conditions for such calculations usually requires a very detailed mathematical model. This has tended to produce tools with a very engineering-oriented and solution-based approach. Whilst becoming increasingly popular amongst building services engineers, there has been a relatively slow response to this technology amongst architects. There are some areas of the world, particularly the UK and Germany, where the use of such tools on larger projects is routine. However, this is almost exclusively during the latter stages of a project and usually for purposes of plant sizing or final design validation. The original conceptual work, building form and the selection of materials being the result of an aesthetic and intuitive process, sometimes based solely on precedent. There is no argument that an experienced designer is capable of producing an excellent design in this way. However, not all building designers are experienced, and even fewer have a complete understanding of the fundamental physical processes involved in building performance. These processes can be complex and often highly inter-related, often even counter-intuitive. It is the central argument of this thesis that the needs of the building designer are quite different from the needs of the building services engineer, and that existing building design and performance analysis tools poorly serve these needs. It will be argued that the extensive quantitative input requirement in such tools acts to produce a psychological separation between the act of design and the act of analysis. At the conceptual stage, building geometry is fluid and subject to constant change, with solid quantitative information relatively scarce. Having to measure off surface areas or search out the emissivity of a particular material forces the designer to think mathematically at a time when they are thinking intuitively. It is, however, at this intuitive stage that the greatest potential exists for performance efficiencies and environmental economies. The right orientation and fenestration choice can halve the airconditioning requirement. Incorporating passive solar elements and natural ventilation pathways can eliminate it altogether. The building form can even be designed to provide shading using its own fabric, without any need for additional structure or applied shading. It is significantly more difficult and costly to retrofit these features at a later stage in a project’s development. If the role of the design tool is to serve the design process, then a new approach is required to accommodate the conceptual phase. This thesis presents a number of ideas on what that approach may be, accompanied by some example software that demonstrates their implementation.
series thesis:PhD
more http://www.squ1.com/site.html
last changed 2003/11/28 07:33

_id diss_ruhl
id diss_ruhl
authors Ruhl, Volker R.
year 1997
title Computer-Aided Design and Manufacturing of Complex Shaped Concrete Formwork
source Doctor of Design Thesis, Graduate School of Design, Harvard University, Cambridge, MA
summary The research presented in this thesis challenges the appropriateness of existing, conventional forming practices in the building construction industry--both in situ or in prefabrication--for building concrete "freeforms," as they are characterized by impracticality and limitations in achieved geometric/formal quality. The author's theory proposes the application of alternative, non-traditional construction methods derived from the integration of information technology, in the form of Computer-Aided Design (CAD), Engineering (CAE) and Manufacturing (CAM), into the concrete tooling and placing process. This concept relies on a descriptive shape model of a physically non-existent building element which serves as a central database containing all the geometric data necessary to completely and accurately inform design development activities as well as the construction process. For this purpose, the thesis orients itself on existing, functioning models in manufacturing engineering and explores the broad spectrum of computer-aided manufacturing techniques applied in this industry. A two-phase, combined method study is applied to support the theory. Part I introduces the phenomenon of "complexity" in the architectural field, defines the goal of the thesis research and gives examples of complex shape. It also presents the two analyzed technologies: concrete tooling and automation technology. For both, it establishes terminology, classifications, gives insight into the state-of-the-art, and describes limitations. For concrete tooling it develops a set of quality criteria. Part II develops a theory in the form of a series of proposed "non-traditional" forming processes and concepts that are derived through a synthesis of state-of-the-art automation with current concrete forming and placing techniques, and describes them in varying depth, in both text and graphics, on the basis of their geometric versatility and their appropriateness for the proposed task. Emphasis is given to the newly emerging and most promising Solid Freeform Fabrication processes, and within this area, to laser-curing technology. The feasibility of using computer-aided formwork design, and computer-aided formwork fabrication in today's standard building practices is evaluated for this particular technology on the basis of case-studies. Performance in the categories of process, material, product, lead time and economy is analyzed over the complete tooling cycle and is compared to the performance of existing, conventional forming systems for steel, wood, plywood veneer and glassfiber reinforced plastic; value s added to the construction process and/or to the formwork product through information technology are pointed out and become part of the evaluation. For this purpose, an analytical framework was developed for testing the performance of various Solid Freeform Fabrication processes as well as the "sensitivity," or the impact of various influencing processes and/or product parameters on lead time and economy. This tool allows us to make various suggestions for optimization as well as to formulate recommendations and guidelines for the implementation of this technology. The primary objective of this research is to offer architects and engineers unprecedented independence from planar, orthogonal building geometry, in the realization of design ideas and/or design requirements for concrete structures and/or their components. The interplay between process-oriented design and innovative implementation technology may ultimately lead to an architecture conceived on a different level of complexity, with an extended form-vocabulary and of high quality.
series thesis:PhD
last changed 2005/09/09 12:58

_id 6594
authors Emdanat, Samir S and Vakalo, Emmanuel G.
year 1997
title SHAPE GRAMMARS: AN ASSESSMENT OF THEIR UTILITY IN ARCHITECTURE
doi https://doi.org/10.52842/conf.caadria.1997.313
source CAADRIA ‘97 [Proceedings of the Second Conference on Computer Aided Architectural Design Research in Asia / ISBN 957-575-057-8] Taiwan 17-19 April 1997, pp. 313-321
summary Shape grammars are generative formalisms that allow spatial computations to be carried out on shapes. This paper examines the assumptions, methodologies, and formalisms underlying shape grammar research in relation to architectural form and its making. The paper first establishes the criteria for evaluating the adequacy of a given generative system. Then, it applies them to the evaluation of the shape grammar formalism. Issues of the representation of style and language, procedural and declarative knowledge representation, as well as, the specificity and generalizability of the formalism will be addressed. The paper argues that, in its present state, shape grammar leaves a great deal to be desired in terms of its descriptive power and generalizability. The paper concludes by exploring some of the desired characteristics for languages of architectural form.
series CAADRIA
type normal paper
last changed 2022/06/07 07:55

_id ga9921
id ga9921
authors Coates, P.S. and Hazarika, L.
year 1999
title The use of genetic programming for applications in the field of spatial composition
source International Conference on Generative Art
summary Architectural design teaching using computers has been a preoccupation of CECA since 1991. All design tutors provide their students with a set of models and ways to form, and we have explored a set of approaches including cellular automata, genetic programming ,agent based modelling and shape grammars as additional tools with which to explore architectural ( and architectonic) ideas.This paper discusses the use of genetic programming (G.P.) for applications in the field of spatial composition. CECA has been developing the use of Genetic Programming for some time ( see references ) and has covered the evolution of L-Systems production rules( coates 1997, 1999b), and the evolution of generative grammars of form (Coates 1998 1999a). The G.P. was used to generate three-dimensional spatial forms from a set of geometrical structures .The approach uses genetic programming with a Genetic Library (G.Lib) .G.P. provides a way to genetically breed a computer program to solve a problem.G. Lib. enables genetic programming to define potentially useful subroutines dynamically during a run .* Exploring a shape grammar consisting of simple solid primitives and transformations. * Applying a simple fitness function to the solid breeding G.P.* Exploring a shape grammar of composite surface objects. * Developing grammarsfor existing buildings, and creating hybrids. * Exploring the shape grammar of abuilding within a G.P.We will report on new work using a range of different morphologies ( boolean operations, surface operations and grammars of style ) and describe the use of objective functions ( natural selection) and the "eyeball test" ( artificial selection) as ways of controlling and exploring the design spaces thus defined.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 14e6
authors Pegna, J.
year 1997
title Exploratory investigation of solid freeform construction
source Automation in Construction 5 (5) (1997) pp. 427-437
summary A radical departure from generally accepted concepts in construction robotics is proposed in this paper. A new process derived from the emerging field of additive manufacturing processes is investigated for its potential effectiveness in construction automation. In essence, complex assemblies of large construction components are substituted with a large number of elemental component assemblies. The massive complexity of information processing required in construction is replaced with a large number of simple elemental operations which lend themselves easily to computer control. This exploratory work is illustrated with sample masonry structures that cannot be obtained by casting. They are manufactured by an incremental deposition of sand and Portland cement akin to Navajo sand painting. A thin layer of sand is deposited, followed by the deposition of a patterned layer of cement. Steam is then applied to the layer to obtain rapid curing. A characterization of the resulting material properties shows rather novel anisotropic properties for mortar. Finally, the potential of this approach for solid freeform fabrication of large structures is assessed.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:23

_id d46d
authors Takahashi, S., Shinagawa, Y. and Kunii, T.L.
year 1997
title A Feature-Based Approach for Smooth Surfaces
source Proceedings of Fourth Symposium on Solid Modeling, pp. 97-110
summary Feature-based representation has become a topic of interest in shape modeling techniques. Such feature- based techniques are, however, still restricted to polyhedral shapes, and none has been done on smooth sur- faces. This paper presents a new feature-based ap- proach for smooth surfaces. Here, the smooth surfaces are assumed to be 2-dimensional @differentiable manifolds within a theoretical framework. As the shape features, critical points such as peaks, pits, and passes are used. We also use a critical point graph called the R.eeb graph to represent the topological skeletons of a smooth object. Since the critical points have close relations with the entities of B-reps, the framework of thtx B-reps can easily be applied to our approach. In our method, the shape design process begins with specifying the topological skeletons using the Reeb graph. The Reeb graph is edited by pasting the enti- ties called cells that have one-to-one correspondences with the critical points. In addition to the topological skeletons, users also design the geometry of the objects with smooth surfaces by specifying the flow curves that run on the object surface. From these flow curves, the system automatically creates a control network that encloses the object shape. The surfaces are interpolated from the control network by minimizing the allergy function subject to the deformation of the surfaces using variational optimization.
series other
last changed 2003/04/23 15:50

_id 3e1c
authors Mortenson, M.E.
year 1997
title Geometric Modeling
source New York: Wiley Computer Publishing
summary A comprehensive, up-to-date presentation of all the indispensable core concepts of geometric modeling. Now completely updated to reflect the most recent developments in the field, Geometric Modeling clearly presents and compares all the important mathematical approaches to modeling curves, surfaces, and solids, and shows how to shape and assemble these elements into more complex models. Its thorough coverage also includes the concomitant geometric processing necessary, e.g., the computation of intersections, offsets, and fillets. Written in a style that is virtually free of the jargon of special applications, this unique book focuses on the essence of geometric modeling and treats it as a discipline in its own right. This integrated approach allows the reader to focus on the principles and logic of geometric modeling without requiring background knowledge of CAD/CAM, computer graphics, or computer programming. Supported by more than 300 illustrations, Geometric Modeling appeals to the reader's visual and intuitive skills in a way that makes understanding the more abstract concepts much easier. This new edition features a host of new application areas, including topology, special effects in cinematography, the design and control of type fonts, and virtual reality, as well as numerous application examples. For computer graphics specialists, application designers and developers, scientific programmers, and advanced students, Geometric Modeling, Second Edition will serve as a complete and invaluable guide to the entire field.
series other
last changed 2003/04/23 15:14

_id 8ec9
authors Asanowicz, Alexander
year 1997
title Incompatible Pencil - Chance for Changing in Design Process
source AVOCAAD First International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-01-09] Brussels (Belgium) 10-12 April 1997, pp. 93-101
summary The existing Caad systems limit designers creativity by constraining them to work with prototypes provided by the system's knowledge base. Most think of computers as drafting machines and consider CAAD models as merely proposals for future buildings. But this kind of thinking (computers as simple drafting machines) seems to be a way without future. New media demands new process and new process demands new media. We have to give some thougt to impact of CAAD on the design process and in which part of it CAAD can add new value. In this paper there will be considered two ways of using of computers. First - creation of architectural form in an architect's mind and projects visualisation with using renderings, animation and virtual reality. In the second part - computer techniques are investigated as a medium of creation. Unlike a conventional drawing the design object within computer has a life of its own. In computer space design and the final product are one. Computer creates environments for new kind of design activities. In fact, many dimensions of meaning in cyberspace have led to a cyberreal architecture that is sure to have dramatic consequences for the profession.
series AVOCAAD
last changed 2005/09/09 10:48

_id 2e36
authors Bourdakis, Vassilis
year 1997
title Making Sense of the City
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 663-678
summary Large-scale, three dimensional, interactive computer models of cities are becoming feasible making it possible to test their suitability as a visualisation tool for the design and planning process, for data visualisation where socio-economic and physical data can be mapped on to the 3D form of the city and as an urban information repository. The CASA developed models of the City of Bath and London's West End in VRML format, are used as examples to illustrate the problems arising. The aim of this paper is to reflect on key issues related to interaction within urban models, data mapping techniques and appropriate metaphors for presenting information.
keywords 3D City modeling, Urban Modelling, Virtual Environments, Navigation, Data Mapping, VRML
series CAAD Futures
email
last changed 2003/11/21 15:16

_id ae56
authors Bruton, Dean
year 1997
title Grammars and Art - A Contingent Sense of Rules
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 71-82
summary This paper contributes to the debate about the utility of the grammatical paradigm in art and design. It reports an investigation of the contingent sense in which grammars and grammatical design apply in the practice of form making in art using two complementary research strategies: the examination through a perspective of grammatical design of some selected bodies of art work, including interviews with artists, theorists and designers; and the reflective practice of image making with computer media in my own work as an artist. The major hypothesis is that a contingent, sense of grammar can facilitate the creation, understanding, and discussion of form-making in art. The sub-hypotheses are that (1) An understanding of grammatical design can enhance a reflective design activity, and that (2) Revealing the contingency of grammars can expose moments of inspiration and redirection in a reflective design activity.
series CAAD Futures
email
last changed 1999/04/06 09:19

_id 1073
authors Bruton, Dean
year 1997
title A contingent sense of grammar
source University of Adelaide
summary Investigates the contingent senses in which concepts of grammars and grammatical design apply in the practice of form making in art and design. Using the strategies of a literature review; an examination through a perspective of grammatical design of some selected bodies of art work, including interviews with artists, theorists and some designers; and the reflective practice of image making with computer media in the author's own work as an artists.
series thesis:PhD
email
last changed 2003/02/12 22:37

_id 2354
authors Clayden, A. and Szalapaj, P.
year 1997
title Architecture in Landscape: Integrated CAD Environments for Contextually Situated Design
doi https://doi.org/10.52842/conf.ecaade.1997.x.q6p
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
summary This paper explores the future role of a more holistic and integrated approach to the design of architecture in landscape. Many of the design exploration and presentation techniques presently used by particular design professions do not lend themselves to an inherently collaborative design strategy.

Within contemporary digital environments, there are increasing opportunities to explore and evaluate design proposals which integrate both architectural and landscape aspects. The production of integrated design solutions exploring buildings and their surrounding context is now possible through the design development of shared 3-D and 4-D virtual environments, in which buildings no longer float in space.

The scope of landscape design has expanded through the application of techniques such as GIS allowing interpretations that include social, economic and environmental dimensions. In architecture, for example, object-oriented CAD environments now make it feasible to integrate conventional modelling techniques with analytical evaluations such as energy calculations and lighting simulations. These were all ambitions of architects and landscape designers in the 70s when computer power restricted the successful implementation of these ideas. Instead, the commercial trend at that time moved towards isolated specialist design tools in particular areas. Prior to recent innovations in computing, the closely related disciplines of architecture and landscape have been separated through the unnecessary development, in our view, of their own symbolic representations, and the subsequent computer applications. This has led to an unnatural separation between what were once closely related disciplines.

Significant increases in the performance of computers are now making it possible to move on from symbolic representations towards more contextual and meaningful representations. For example, the application of realistic materials textures to CAD-generated building models can then be linked to energy calculations using the chosen materials. It is now possible for a tree to look like a tree, to have leaves and even to be botanicaly identifiable. The building and landscape can be rendered from a common database of digital samples taken from the real world. The complete model may be viewed in a more meaningful way either through stills or animation, or better still, through a total simulation of the lifecycle of the design proposal. The model may also be used to explore environmental/energy considerations and changes in the balance between the building and its context most immediately through the growth simulation of vegetation but also as part of a larger planning model.

The Internet has a key role to play in facilitating this emerging collaborative design process. Design professionals are now able via the net to work on a shared model and to explore and test designs through the development of VRML, JAVA, whiteboarding and video conferencing. The end product may potentially be something that can be more easily viewed by the client/user. The ideas presented in this paper form the basis for the development of a dual course in landscape and architecture. This will create new teaching opportunities for exploring the design of buildings and sites through the shared development of a common computer model.

keywords Integrated Design Process, Landscape and Architecture, Shared Environmentsenvironments
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/szalapaj/szalapaj.htm
last changed 2022/06/07 07:50

_id 40d7
authors Dalyrmple, Michael and Gerzso, Michael
year 1998
title Executable Drawings: The Computation of Digital Architecture
doi https://doi.org/10.52842/conf.acadia.1998.172
source Digital Design Studios: Do Computers Make a Difference? [ACADIA Conference Proceedings / ISBN 1-880250-07-1] Québec City (Canada) October 22-25, 1998, pp. 172-187
summary Architectural designs are principally represented by drawings. Usually, each drawing corresponds to one design or aspects of one design. On the other hand, one executable drawing corresponds to a set of designs. These drawings are the same as conventional drawings except that they have computer code or programs embedded in them. A specific design is the result of the computer executing the code in a drawing for a particular set of parameter values. If the parameters are changed, a new design or design variation is produced. With executable drawings, a CAD system is also a program editor. A designer not only designs by drawing but also programming. It fuses two activities: the first, drawing, is basic in architectural practice; and the second, progamming, or specifying the relation of outputs from inputs, is basic in computer system development. A consequence of executable drawings is that architectural form is represented by graphical entities (lines or shapes) as well as computer code or programs. This type of architecture we call digital architecture. Two simple examples are presented: first, the design of a building in terms of an executable drawing of the architects, Sangallo the Younger and Michelangelo, and second, a description of an object oriented implementation of a preliminary prototype of an executable drawing system written in 1997 which computes a simple office layout.
series ACADIA
email
last changed 2022/06/07 07:55

_id 6a37
authors Fowler, Thomas and Muller, Brook
year 2002
title Physical and Digital Media Strategies For Exploring ‘Imagined’ Realities of Space, Skin and Light
doi https://doi.org/10.52842/conf.acadia.2002.013
source Thresholds - Design, Research, Education and Practice, in the Space Between the Physical and the Virtual [Proceedings of the 2002 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-11-X] Pomona (California) 24-27 October 2002, pp. 13-23
summary This paper will discuss an unconventional methodology for using physical and digital media strategies ina tightly structured framework for the integration of Environmental Control Systems (ECS) principles intoa third year design studio. An interchangeable use of digital media and physical material enabledarchitectural explorations of rich tactile and luminous engagement.The principles that provide the foundation for integrative strategies between a design studio and buildingtechnology course spring from the Bauhaus tradition where a systematic approach to craftsmanship andvisual perception is emphasized. Focusing particularly on color, light, texture and materials, Josef Albersexplored the assemblage of found objects, transforming these materials into unexpected dynamiccompositions. Moholy-Nagy developed a technique called the photogram or camera-less photograph torecord the temporal movements of light. Wassily Kandinsky developed a method of analytical drawingthat breaks a still life composition into diagrammatic forces to express tension and geometry. Theseschematic diagrams provide a method for students to examine and analyze the implications of elementplacements in space (Bermudez, Neiman 1997). Gyorgy Kepes's Language of Vision provides a primerfor learning basic design principles. Kepes argued that the perception of a visual image needs aprocess of organization. According to Kepes, the experience of an image is "a creative act ofintegration". All of these principles provide the framework for the studio investigation.The quarter started with a series of intense short workshops that used an interchangeable use of digitaland physical media to focus on ECS topics such as day lighting, electric lighting, and skin vocabulary tolead students to consider these components as part of their form-making inspiration.In integrating ECS components with the design studio, an nine-step methodology was established toprovide students with a compelling and tangible framework for design:Examples of student work will be presented for the two times this course was offered (2001/02) to showhow exercises were linked to allow for a clear design progression.
series ACADIA
email
last changed 2022/06/07 07:51

_id 6707
authors Jakimowicz, A., Barrallo, J. and Guedes, E.M.
year 1997
title Spatial Computer Abstraction: From Intuition to Genetic Algorithms
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 917-926
summary Many of the emblematic buildings constructed at present shows many formal and technological innovations that have not been satisfactorily resolved by the existing CAAD software. Frank 0. Gehry's Guggenheim Museum in Bilbao is a good example of architecture whose shapes and design are very advanced from the concepts and tools used by CAAD. The search for new creative resources, from the educational and professional point of view, must be a priority. This will be the only way to get that CAAD contributes essentially in the process of architectural innovation, instead of merely being a reproduction tool. From this viewpoint the computer exploration of the three dimensional form is presented in here. The concept of abstract art, that has been successfully applied to painting and sculpture in this century is used as a way to experiment, design and create architecture. This paper juxtaposes three approaches, three different ways of understanding the abstract character, with the purpose to create new objects and environments, which are exclusively characteristic for computer space. This juxtaposition shows how creative and innovative activities in the field of CAAD can be developed using different intellectual bases: intuition, mathematical formulas and genetic algorithms.
series CAAD Futures
email
last changed 1999/04/06 09:19

_id a92b
authors Kolarevic , Branko
year 1997
title Relational Description of Shapes and Form Generation
doi https://doi.org/10.52842/conf.caadria.1997.029
source CAADRIA ‘97 [Proceedings of the Second Conference on Computer Aided Architectural Design Research in Asia / ISBN 957-575-057-8] Taiwan 17-19 April 1997, pp. 29-39
summary The paper describes a relations-based graphic environment of shape delineation and dynamic drawing manipulation that can provide a qualitatively different way to explore shape, dimension and geometric organization. Relational description of shapes based on the concept of construction or regulating lines is introduced as an explicit formulation of a strategy to form generation and creative discovery. A limited prototype of the relations-based graphic system, called ReDRAW, is briefly described and the implications of its use in conceptual architectural design are discussed.
series CAADRIA
email
last changed 2022/06/07 07:51

_id 4560
authors Kolarevic, Branko
year 1997
title Regulating Lines, Geometric Relations, and Shape Delineation in Design
doi https://doi.org/10.52842/conf.ecaade.1997.x.n2n
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
summary The paper presents a computer-based graphic environment for shape delineation that can provide a qualitatively different way to explore shape, dimension, and geometric organization in design. Relational description of shapes based on the concept of regulating lines is introduced as an explicit formulation of a strategy to form generation and creative discovery. The paper also presents ReDRAW, a limited prototype of the relations-based graphic system, and discusses some implications of its use in conceptual architectural design.
keywords Elations-Based Design Systems, Shape Delineation, Regulating Lines, Geometric Relations
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/kolarev/kolarev.htm
last changed 2022/06/07 07:50

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