Tag Archives: complex systems

Hansmayer Initial Studies \\ Subdivided Pavilions

BACK2BACK with the previous mentions of the FG on Subdivisional Systems

Computational Architecture//Michael Hansmayer

Hansmayer Basics \\ 2D Subdivision

  gettin 3D was an eaazzy wayout -

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☟DAT WAY

In recent years, much of the discussion in the field of algorithmic architecture and generative design has focused on agent-based models and what is more generally termed as complex systems. While there is no doubt that complex systems can produce intriguing results, the aim of this project is to use a very simple process to generate heterogenous, complex output. A simple process has the advantage of more control; its output is easier to predict and can therefore be more easily refined through subsequent parameter adjustments.

ze detail☟

This project begins the exploration of 3-dimensional subdivision processes. By modifying these algorithms to include additional weights, one can generate forms with entirely different attributes.  Each of the pavilions is based on two interlinked cubic frames, similar to a tesseract. The generative process for each of the pavilions is identical, only its parameters – specifically its division weights – are allowed to change.

FG ♥ Hansmayer

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Boids // by Graig Reynolds [Emergence]

Emergence…

you are all probably familiar with this term normally used in tutorials, crits or coffee chats with starchitects.

Emergence : In philosophy, systems theory, science, and art, emergence is the way complex systems and patterns arise out of a multiplicity of relatively simple interactions.

Emergence is central to the theories of integrative levels and of complex systems.

I believe its easier to understand complex terms and phenomena(z) through case studies, the so called examples if you like.

Lets take a look at “BOILDS” which is an artificially intelligent computer application utilizing emergent behavior for animation, in this case the swarming behavior of birds.

“In 1986 I made a computer model of coordinated animal motion such as bird flocks and fish schools. It was based on three dimensional computational geometry of the sort normally used in computer animation or computer aided design. I called the generic simulated flocking creatures boids. The basic flocking model consists of three simple steering behaviors which describe how an individual boid maneuvers based on the positions and velocities its nearby flockmates:”

I imagine you still do not really get it so here are 3 videos based on the above mentioned principles:

* * *

If interested,

and want to learn more on Emergence, scripting or generally the work of Craig Reynolds,

follow the link to his website ☞ [Click]

c u leita

FG