Difference between revisions of "project07:W3"

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(Ori Gilboa)
(Ori Gilboa)
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<div style="float:left; width: 120px; height 30px; border: 1px solid #aaa; margin-right:10px;" align="center">[[project07:W5|'''W5 ''']]</div>
 
<div style="float:left; width: 120px; height 30px; border: 1px solid #aaa; margin-right:10px;" align="center">[[project07:W5|'''W5 ''']]</div>
 
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[[File:Growimage3.png|400px|thumb|left|]]
  
 
For my project of urban-cinema I tried to establish a well connected building which reacts and response to the environment and to its surroundings. It was highly important to allow a parametric, flexible pathways from a central point. A root or a plant may serve as an allegory for this type of branching structure. I was contemplating 3 strategies: Agent-base design (swarm behavior), L-systems and recursive systems. Agent-base design is responsive and can create an elaborate forms, however it is a decentralize system, and has no hierarchy. L systems contain a good thematic branch algorithm and hierarchy - but they are tend to be too rigid and uninfected by the surroundings. Recursive systems respond to the environment - and can have a hierarchy. This was my base strategy for the beginning.
 
For my project of urban-cinema I tried to establish a well connected building which reacts and response to the environment and to its surroundings. It was highly important to allow a parametric, flexible pathways from a central point. A root or a plant may serve as an allegory for this type of branching structure. I was contemplating 3 strategies: Agent-base design (swarm behavior), L-systems and recursive systems. Agent-base design is responsive and can create an elaborate forms, however it is a decentralize system, and has no hierarchy. L systems contain a good thematic branch algorithm and hierarchy - but they are tend to be too rigid and uninfected by the surroundings. Recursive systems respond to the environment - and can have a hierarchy. This was my base strategy for the beginning.
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Polygon borders: Borders are defined by closed polygons. The branching algorithm avoids going into any of them. For every placed node a check is being made to make sure it is within "safe zone" - if it does, it stays, otherwise - it is deleted. Those borders could be used as the perimeter of the site, open spaces or unapproachable obstacles.
 
Polygon borders: Borders are defined by closed polygons. The branching algorithm avoids going into any of them. For every placed node a check is being made to make sure it is within "safe zone" - if it does, it stays, otherwise - it is deleted. Those borders could be used as the perimeter of the site, open spaces or unapproachable obstacles.
  
[[File:Growimage3.png|400px|thumb|left|First path view]]
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[[File:Growimage2.png|400px|thumb|left|]]
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[[File:Growimage1.jpg|400px|thumb|left|]]

Revision as of 16:59, 4 January 2018


Ori Gilboa


Growimage3.png

For my project of urban-cinema I tried to establish a well connected building which reacts and response to the environment and to its surroundings. It was highly important to allow a parametric, flexible pathways from a central point. A root or a plant may serve as an allegory for this type of branching structure. I was contemplating 3 strategies: Agent-base design (swarm behavior), L-systems and recursive systems. Agent-base design is responsive and can create an elaborate forms, however it is a decentralize system, and has no hierarchy. L systems contain a good thematic branch algorithm and hierarchy - but they are tend to be too rigid and uninfected by the surroundings. Recursive systems respond to the environment - and can have a hierarchy. This was my base strategy for the beginning.

I planned the algorithm according to 3 layers:

base branching: The branching starts from a central point. It has a certain direction (generated from a field of randomness) and characteristic: number of nodes (or branching points), length of branches, minimum distances from one node to the other.

Polygon borders: Borders are defined by closed polygons. The branching algorithm avoids going into any of them. For every placed node a check is being made to make sure it is within "safe zone" - if it does, it stays, otherwise - it is deleted. Those borders could be used as the perimeter of the site, open spaces or unapproachable obstacles.

Growimage2.png