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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Hits 1 to 20 of 82

_id acadia06_455
id acadia06_455
authors Ambach, Barbara
year 2006
title Eve’s Four Faces interactive surface configurations
doi https://doi.org/10.52842/conf.acadia.2006.455
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 455-460
summary Eve’s Four Faces consists of a series of digitally animated and interactive surfaces. Their content and structure are derived from a collection of sources outside the conventional boundaries of architectural research, namely psychology and the broader spectrum of arts and culture.The investigation stems from a psychological study documenting the attributes and social relationships of four distinct personality prototypes: the Individuated, the Traditional, the Conflicted, and the Assured (York and John 1992). For the purposes of this investigation, all four prototypes are assumed to be inherent, to certain degrees, in each individual. However, the propensity towards one of the prototypes forms the basis for each individual’s “personality structure.” The attributes, social implications and prospects for habitation have been translated into animations and surfaces operating within A House for Eve’s Four Faces. The presentation illustrates the potential for constructed surfaces to be configured and transformed interactively, responding to the needs and qualities associated with each prototype. The intention is to study the effects of each configuration and how each configuration may be therapeutic in supporting, challenging or altering one’s personality as it oscillates and shifts through the four prototypical conditions.
series ACADIA
email
last changed 2022/06/07 07:54

_id sigradi2023_367
id sigradi2023_367
authors Andia, Alfredo
year 2023
title Programmable Bio-Matter Architecture
source García Amen, F, Goni Fitipaldo, A L and Armagno Gentile, Á (eds.), Accelerated Landscapes - Proceedings of the XXVII International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2023), Punta del Este, Maldonado, Uruguay, 29 November - 1 December 2023, pp. 1797–1808
summary Building with biology will be the most important platform to transform our planet in the next decades. Since 2006, Synthetic Biology (SynBio) has surfaced as the fastest-growing technology in human history. This field is allowing us to manipulate the genetic code, biology, food, and vaccines and ultimately aiming to reshape the very essence of existence. In this paper, we assess the development of SynBio and its impacts on architectural thinking, materials, and particularly in Architectural fiction. In this paper, we argue that there are at least three waves of impacts of SynBio technology in construction: Biomaterials, Engineered Living Materials (ELM), and Bio-Matter or biobots. We explore architectural thinking's domain, involving architects and engineers in research and startups. We embrace the architectural envisioning role and present our design work utilizing observed biological growth algorithms. Synthetic Biology urges questioning not only biomaterials but also the field's overarching vision.
keywords Synthetic Biology, Bio-Architecture, Climate Change, Biotechnology, Architecture
series SIGraDi
email
last changed 2024/03/08 14:09

_id acadia06_230
id acadia06_230
authors Anzalone, Phillip
year 2006
title Synthetic Research
doi https://doi.org/10.52842/conf.acadia.2006.230
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 230-231
summary Synthetic Research insinuates a relationship of a meticulous process of discovering truth contradicted against a fabricated, as in concocted, reality. It is important to recognize the logical aspect of synthetic when examining what synthetic research can provide for architectural discourse. Synthesis contrasts with analysis in that it’s primary methods involve recourse to experience; it is experience that is at the heart of synthetic research. The synthesis of theory, architectural constructions, technological artifacts and computational techniques requires experiencing the results of experimentation. Synthetic digital architecture necessitates a discovery process incorporating creation that allows for experience, be it virtual reality, full-scale prototyping or spatial creations; provided experience is a truthful one, and not disingenuous and thereby slipping into the alternate definition of synthetic.Research’s experimental arm, as opposed to the analytic, relies on tinkering - implying the unfinished, the incomplete, the prototype. Examples of this are everywhere. Computer screenshots are a strikingly literal example of synthetic research when used as a means of experiencing a process. Performance mock-ups of building assemblies are a method of synthetic research in that one experiences a set of defined performances in order to discover and redefine the project. The watchmaker craft is an exercise in research/experimentation where material properties are inherent in function and aesthetics; consider how the components interact with the environment - motion, gravity, space-time, temperature. Efficiency at this point is predominantly structural and physical. Decorative or aesthetic elements are applied or integrated in later iterations along with optimization of performance, marketing and costs.What is a architectural research? How can research synthesize the wide range of possibilities for the trajectory of architecture when engaged in digital and computational techniques? The goals, techniques, documentation and other methods of research production have a place in architecture that must be explored, particularly as it related to computation. As in other fields, we must build a legitimate body of research whereby others can use and expand upon, such that digital architectures evolve in innovative as well as prosperous paths.
series ACADIA
email
last changed 2022/06/07 07:54

_id acadia06_104
id acadia06_104
authors Barrow, Larry R.
year 2006
title Performance House: A CADCAM Modular House System
doi https://doi.org/10.52842/conf.acadia.2006.104
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 104-121
summary Millions of persons around the globe live in low quality indigenous, or Manufactured Housing (MH) systems that often result in low “performance” undesirable living environments and, at times, life threatening habitation. Our research has explored mass production principles in product design and architecture, currently at the single family housing scale, with a focus on the recent devastation along the US Gulf Coast as a result of hurricane impact, most notably hurricane Katrina.“Modern architecture” theoreticians have conceived, written, prototyped and even launched business ventures in an attempt to bring their manufactured housing “ideas” to fruition. However, architects have generally had little “long-term” impact in the area of manufactured housing strategies and the current manufactured housing industry remains archaic and problematic. This paper includes our research of other architects attempts to leverage technology in the manufactured housing industry; additionally, we analyzed current problems in the US mass housing industry. We then derived a set of “design criterion” as a means of anchoring our design inquiry for a proposed factory-built modular house system.Our research encompasses both process and product innovation; this paper reflects on our use of technology to leverage an Industrial Design (ID) process that is inclusive of many “design” partners and team members. We are using both virtual and physical output representation and physical prototyping for a factory-built house system; our Research and Development (R&D) is on-going with our collaborating design-manufacture engineering partners from the automotive, furniture and aerospace research labs here at Mississippi State University. Our goal is to use “industrial design” principles to produce mass housing components that provide durable-sustainable housing.
series ACADIA
email
last changed 2022/06/07 07:54

_id acadia06_158
id acadia06_158
authors Barrow, Larry R.
year 2006
title Digital Design and Making 30 Years After
doi https://doi.org/10.52842/conf.acadia.2006.158
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 158-177
summary Current design studio pedagogy is undergoing significant change as the means and methods of ideation, representation and making evolve with digital tools; Computer-Aided-Design-Computer-Aided-Manufacturing (CADCAM) remains a contentious topic among many studio instructors and faculty in the academy. Computing is now nearing ubiquity; many processes and products have seen significant evolutionary trends, if not revolutionary transformations; this is no less the case in the academic and firm design studio. The impact of “digital” media and CADCAM, in the design-make process, remains obscure and formally unknown.In this paper, we will review our research and findings from the work of three students; two current students who were in our Digital Design II (DDII) spring 2006 course and the third student, the writer, will reflect on “design and making” from a “pre-architecture” and pre-studio/pre-computer (CADCAM) perspective of ‘making’ thirty-three years ago. The research findings provide universal precepts pertinent to current thinking about emerging studio pedagogy. Our findings suggest that computing technology should be introduced at the outset of design education for the beginning student in basic design studio; and moreover, advanced designers can partner with “digital” tools to ideate and realize their, heretofore unrepresentable and unconstructable, ideas in the early stages of design using CADCAM.
series ACADIA
email
last changed 2022/06/07 07:54

_id acadia06_440
id acadia06_440
authors Bell, Brad
year 2006
title The Aggregate of Continuum
doi https://doi.org/10.52842/conf.acadia.2006.440
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 440-454
summary The Traversable Matrix (Fig. 1.) illustrates the iterative fragments that comprise the continuum of exploration for a digital aesthetic and digital tectonic. These non-hierarchical fragments operate as footholds across a larger tessellated landscape of current digital design explorations. In seeking an organizational strategy, we attempt to move laterally across a variety of examples, texts, and illustrations. Each short excerpt is a partial architecture illustrating deeper issues in the current discussion of digital fabrication. Though counter to conventional academic inquiry, the associative approach can help frame the matrix; the synthetic landscape traversed becomes less linear, less framed but no less interconnected and cohesive. The patterning of complex geometries, the production of ornament, the leveraging of digital fabrication against standard forms of material and construction practices, and the acute emphasis on surface all serve as the aggregate to a broader spectrum of architectural thinking and architectural making.Introduction: The Traversable Matrix
series ACADIA
email
last changed 2022/06/07 07:54

_id acadia06_026
id acadia06_026
authors Bollinger, Elizabeth
year 2006
title Position Paper for ACADIA 2006
doi https://doi.org/10.52842/conf.acadia.2006.026
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 26-27
summary White Paper - Reflecting on 25 years of ACADIA
series ACADIA
email
last changed 2022/06/07 07:54

_id acadia06_489
id acadia06_489
authors Bonswetch, T., Kobel, D., Gramazio, F., Kohler, M.
year 2006
title The Informed Wall: applying additive digital fabrication techniques on architecture
doi https://doi.org/10.52842/conf.acadia.2006.489
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 489-495
summary In this work in progress report we present the results of a four week design studio with graduate students as part of a broader research project on investigating digital additive fabrication processes and their implications on architectural design.In a simple test arrangement we realized the digital design and additive fabrication of two by three meters brick walls. The use of bricks, being the primary module for construction, and at a relatively coarse resolution, allowed us to concentrate on the design of completely programmed walls encompassing material-dependent parameters. The resulting prototypes depict the great potential of the integration of the design and the fabrication process. Non-standardized solutions can be easily accomplished as the design data is directly used to control the fabrication process. In using an additive digital fabrication process, a novel architectural product of the kind “brick wall” emerged, which could not have been conceived or fabricated manually.
series ACADIA
email
last changed 2022/06/07 07:54

_id acadia06_150
id acadia06_150
authors Boza, Luis Eduardo
year 2006
title (Un) Intended Discoveries Crafting the Design Process
doi https://doi.org/10.52842/conf.acadia.2006.150
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 150-157
summary Computer Numeric Controlled (CNC) fabrication machineries are changing the way we design and build. These technologies have increased productivity through greater efficiencies and have helped to create new forms of practice, including increased specializations and broader collaborative approaches. (Kieran Timberlake 2003: 31). However, some argue that these technologies can have a de-humanizing effect, stripping the human touch away from the production of objects and redistributing the associated skills to machines. (Dormer 1997: 103). The (Digital) Craft studio explored the notions of technology and craft to understand how and when designers should exploit the tools employed (both the hand and the machine) during the design and production processes.
series ACADIA
email
last changed 2022/06/07 07:54

_id acadia06_148
id acadia06_148
authors Cabrinha, Mark
year 2006
title Synthetic Pedagogy
doi https://doi.org/10.52842/conf.acadia.2006.148
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 148-149
summary As tools, techniques, and technologies expand design practice, there is likewise an innovation in design teaching shifting technology from a means of production and representation to a means of discovery and development. This has implications on studio culture and design pedagogy. Expanding the skills based notion of digital design from know-how, or know-how-to-do, toward know-for, or knowledge-for-action, forms a synthetic relationship between the skills necessary for action and the developing motivations of a young designer. This shifts digital design pedagogy to a medium of active inquiry through play and precision. As digital tools and infrastructure are now ubiquitous in most schools, including the increasing digital material exchange enabled through laser cutters, CNC routers, and rapid prototyping, this topic node presents research papers that engage technology not simply as tools to be taught, but as cognitive technologies which motivate and structure a design students knowledge, both tacit and explicit, in developing a digital and material, ecological and social synthetic environment. Digital fabrication, the Building Information Model, and parametric modeling have currency in architectural education today yet, beyond the instrumentality of teaching the tool, seldom is it questioned what the deeper motivations these technologies suggest. Each of these tools in their own way form a synthesis between representational artifacts and the technological impact on process weaving a wider web of materials, collaboration among peers and consultants, and engagement of the environment that the products of design are situated in.If it is true that this synthetic environment enabled by tools, techniques, and technologies moves from a representational model to a process model of design, the engagement of these tools in the design process is of critical importance in design education. What is the relationship between representation, simulation, and physical material in a digitally mediated design education? At the core of synthetic pedagogies is an underlying principle to form relationships of teaching architecture through digital tools, rather than simply teaching the tools themselves. What principles are taught through teaching with these tools, and furthermore, what new principles might these tools develop?
series ACADIA
email
last changed 2022/06/07 07:54

_id acadia06_411
id acadia06_411
authors Campbell, Cameron
year 2006
title Digital Design Pedagogy Setting the Foundation for Digital Design in the Architecture Curriculum
doi https://doi.org/10.52842/conf.acadia.2006.411
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 411-417
summary In this paper I will present the work of developing a digital media foundation course that addresses this need to give design students a digital design foundation that crosses over many design disciplines and navigates the inter-relationships of various software packages. These considerations do not preclude students from engaging in the analog-digital debate. Instead, the students become informed participants in understanding the differences, benefits, and liabilities of the mediums. Furthermore, by addressing digital technology at an early stage, the digital divide in architectural education is reduced, and more students have the opportunity to fold digital technology into their foundations of methodologies.
series ACADIA
email
last changed 2022/06/07 07:54

_id acadia06_232
id acadia06_232
authors Chaisuparasmikul, Pongsak
year 2006
title Bidirectional Interoperability Between CAD and Energy Performance Simulation Through Virtual Model System Framework
doi https://doi.org/10.52842/conf.acadia.2006.232
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 232-250
summary The paper describes a novel approach involving interoperability, data modeling technology, and application of the building information model (BIM) focused on sustainable architecture. They share relationships and multiple experiences that have existed for years but have never have been proven. This interoperability of building performance simulation maps building information and parametric models with energy simulation models, establishing a seamless link between Computer Aided Design (CAD) and energy performance simulation software. During the last four decades, building designers have utilized information and communication technologies to create environmental representations to communicate spatial concepts or designs and to enhance spaces. Most architectural firms still rely on hand labor, drafted drawings, construction documents, specifications, schedules and work plans in traditional means. 3D modeling has been used primarily as a rendering tool, not as the actual representation of the project.With this innovative digitally exchange technology, architects and building designers can visually analyze dynamic building energy performance in response to changes of climate and building parameters. This software interoperability provides full data exchange bidirectional capabilities, which significantly reduces time and effort in energy simulation and data regeneration. Data mapping and exchange are key requirements for building more powerful energy simulations. An effective data model is the bidirectional nucleus of a well-designed relational database, critical in making good choices in selecting design parameters and in gaining and expanding a comprehensive understanding of existing data flows throughout the simulation process, making data systems for simulation more powerful, which has never been done before. Despite the variety of energy simulation applications in the lifecycle of building design and construction projects, there is a need for a system of data integration to allow seamless sharing and bidirectional reuse of data.
series ACADIA
email
last changed 2022/06/07 07:55

_id acadia06_302
id acadia06_302
authors Clarke, Cory
year 2006
title Synthetic Dissemination
doi https://doi.org/10.52842/conf.acadia.2006.302
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 302-303
summary Synthetic Dissemination, within the context of architecture and information culture, offers seemingly contradictory possibilities. The ends of dissemination and synthesis are at odds. The purpose of the former being diffusion and distribution, and the byproduct of the latter being quite the opposite - namely the combination and association of information into a coherent whole. The conjoining of dissemination and synthesis implies these two contradictory operations can operate in a symbiotic or complementary manner.Relative to architecture and design the combination of dissemination and synthesis is potentially profound. The marriage of synthesis and dissemination presents a possibility that the method of distributing information could be, or have embedded within it, a synthetic process. In the simplest sense synthetic dissemination implies that the tools for design and synthesis could be the same as tools for documentation and dissemination; or more specifically that the fluidity and creativity of design software could be coupled with the practicality and meticulousness of building information modelers (BIM). More abstractly synthetic dissemination implies that the means of encoding and distributing information could propagate design. Architects have readily adopted digital tools for encoding and presenting their ideas, but have not fully recognized how the informational structures of these applications promote or hinder design. Developments in the information architecture of D software, such as the shift from geometrically based data structures to procedurally based directed action graphs (DAG) as seen in Maya and DMax, have opened up innovative methods of architectural design. Each new change in the information architecture of design software ushers in new approaches to design, raising the question - how does the production and storage of information affect design? More broadly, how can the tools of dissemination facilitate synthesis?
series ACADIA
email
last changed 2022/06/07 07:56

_id acadia06_048
id acadia06_048
authors Clayton, Mark J.
year 2006
title Replacing the 1950’s Curriculum
doi https://doi.org/10.52842/conf.acadia.2006.048
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 48-52
summary White Paper - Reflecting on 25 years of ACADIA
series ACADIA
email
last changed 2022/06/07 07:56

_id acadia06_540
id acadia06_540
authors Diewald, J., Frederick, M.
year 2006
title Building Information Modeling: Interactive Versioning Experiment
doi https://doi.org/10.52842/conf.acadia.2006.540
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 540-541
summary Interactive Versioning, is the first experiment of an ongoing investigation into the conceptual role of parametric modeling in the design process. In this case, the form is defined by constrained floor-plate relationships. Originally testing methods using numerical values exported to excel, we obtained undesirable results and shifted our focus to the creation of an interactive model; restoring the direct influence of user input. The result is a 10-floor structure that allows the user to tweak point locations along the slab perimeters that in turn have global effect on the overall geometry of the architectural body. We are using four point definition types: reference above, interactive reference, reference below, and independent value. Interactive reference points use referential constraints defined as x and y distances from the global origin, which change on account of user inputs. Reference above points pull (x,y) values from an interactive point above. Reference below points pull (x,y) values from interactive points below. Independent points are unaffected by changes in any of the other points but may also be tweaked to adjust a form. On any given level, there are 2 interactive reference points, 2 reference above points, 2 reference below points, and 4 independent points. Additionally, 2 length constraints link interactive points with reference above points on the same level. This allows for changes to affect the entire structure rather than only the floor plates immediately above and below a given change. The addition of constraints to the floor outlines will yield a variety of formal results and offer the possibility to further control the output.
series ACADIA
email
last changed 2022/06/07 07:55

_id acadia06_304
id acadia06_304
authors Dorta, T., Perez, E.
year 2006
title Immersive Drafted Virtual Reality a new approach for ideation within virtual reality
doi https://doi.org/10.52842/conf.acadia.2006.304
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 304-316
summary There is a void between design and computer in ideation. Traditional tools like sketching are more appropriate for conceptual design since they can sustain abstraction, ambiguity, and inaccuracy—essentials at the beginning of the design process. Actual graphical user interface approaches, as well as hardware devices, constrain creative thinking. Computer representations and virtual reality are now used for presentation and validation rather than for design. Most virtual reality tools are seen as passive rather than active instruments in this process of ideation. Moreover, virtual reality techniques come from other disciplines and are applied to design without considering the design process itself and the skills designers already possess.This paper proposes and evaluates a new approach for the conceptual design of spaces within virtual reality. Starting from the non-immersive technique we developed before, where the user was able to be inside a 3D modeled space through real sketches, this technique goes one step further, allowing the designer to sketch the space from the inside all in real-time. Using an interactive pen display for sketching and an immersive projective spherical display, designers and colleagues are able to propose and make design decisions from inside the project. The capabilities of the computer to display the virtual environment are, therefore, mixed with the designer’s skills in sketching and understanding the space.
series ACADIA
email
last changed 2022/06/07 07:55

_id acadia06_392
id acadia06_392
authors Dorta, T., Perez, E.
year 2006
title Hybrid modeling revaluing manual action for 3D modeling
doi https://doi.org/10.52842/conf.acadia.2006.392
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 392-402
summary 3D modeling software uses conventional interface devices like mouse, keyboard and display allowing the designer to model 3D shapes. Due to the complexity of 3D shape data structures, these programs work through a geometrical system and a graphical user interface to input and output data. However, these elements interfere with the conceptual stage of the design process because the software is always asking to be fed with accurate geometries—something hard to do at the beginning of the process. Furthermore, the interface does not recognize all the advantages and skills of the designer’s bare hands as a powerful modeling tool.This paper presents the evaluation of a hybrid modeling technique for conceptual design. The hybrid modeling approach proposes to use both computer and manual tools for 3D modeling at the beginning of the design process. Using 3D scanning and rapid prototyping techniques, the designer is able to go back and forth between digital and manual mode, thus taking advantage of each one. Starting from physical models, the design is then digitalized in order to be treated with special modeling software. Then, the rapid prototyping physical model becomes a matrix or physical 3D template used to explore design intentions with the hands, allowing the proposal of complex shapes, which is difficult to achieve by 3D modeling software alone.
series ACADIA
email
last changed 2022/06/07 07:55

_id acadia06_251
id acadia06_251
authors d’Estrée Sterk, Tristan
year 2006
title Shape Change in Responsive Architectural Structures: Current Reasons & Challenge
doi https://doi.org/10.52842/conf.acadia.2006.251
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 251-260
summary Shape control within architectural structures is a natural extension to the practice of engineering and architectural design. The knowledge needed for it’s development builds upon two well understood foundations: 1) the long existing knowledge that building performance and function are intimately connected to the shape of built spaces; and 2) the relatively new idea that embedded computational systems may be employed to control devices in useful and beautiful ways. When combined, each type of knowledge can be used to further architecture and engineering at both theoretical and methodological levels. Structural shape control is of major interest within architecture because it is the primary ingredient needed to produce building envelopes that change shape. Structural shape control also currently represents a major technological and methodological stumbling block for architects, posing many challenges that have theoretical and practical origins. Theoretically, responsive architectural structures demand a re-evaluation of existing notions of space making. Practically, these systems demand a re-evaluation of construction and design methodologies across both engineering and architectural practice.
series ACADIA
type normal paper
email
more admin
last changed 2022/06/07 07:55

_id acadia06_014
id acadia06_014
authors Eastman, Chuck
year 2006
title Old and New Challenges ACADIA After 25 Years
doi https://doi.org/10.52842/conf.acadia.2006.014
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 14-17
summary White Paper - Reflecting on 25 years of ACADIA
series ACADIA
email
last changed 2022/06/07 07:55

_id acadia06_068
id acadia06_068
authors Elys, John
year 2006
title Digital Ornament
doi https://doi.org/10.52842/conf.acadia.2006.068
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 68-78
summary Gaming software has a history of fostering development of economical and creative methods to deal with hardware limitations. Traditionally the visual representation of gaming software has been a poor offspring of high-end visualization. In a twist of irony, this paper proposes that game production software leads the way into a new era of physical digital ornament. The toolbox of the rendering engine evolved rapidly between 1974-1985 and it is still today, 20 years later the main component of all visualization programs. The development of the bump map is of particular interest; its evolution into a physical displacement map provides untold opportunities of the appropriation of the 2D image to a physical 3D object.To expose the creative potential of the displacement map, a wide scope of existing displacement usage has been identified: Top2maya is a scientific appropriation, Caruso St John Architects an architectural precedent and Tord Boonje’s use of 2D digital pattern provides us with an artistic production precedent. Current gaming technologies give us an indication of how the resolution of displacement is set to enter an unprecedented level of geometric detail. As modernity was inspired by the machine age, we should be led by current technological advancement and appropriate its usage. It is about a move away from the simplification of structure and form to one that deals with the real possibilities of expanding the dialogue of surface topology. Digital Ornament is a kinetic process rather than static, its intentions lie in returning the choice of bespoke materials back to the Architect, Designer and Artist.
series ACADIA
email
last changed 2022/06/07 07:55

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