Tag Archives: subdivision systems

Camouflage Subdivision [pt.020-17]

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An abandoned ship off the North Wales coast has been brought back to life after being covered in intricate street art..

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..the hull of the rusting Duke Of Lancaster has been used as a blank canvas by a host of international graffiti artists, who call themselves the DuDug collective..

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..turning the ship into a floating art installation was the brainchild of former street artist Maurice Blunt, who spotted the Duke Of Lancaster from a train.. 

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DuDug aims to transform The Duke into the largest open air art gallery in the country. Blunt told Wales Online she already has 22 artists signed up to the project and is negotiating with many more

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keep up the good work guys!




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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 -



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

Hansmayer Basics \\ 2D Subdivision

- Healing time -Subdivision in this project refers to the recursive division of a  polygon into smaller components based on defined rules. Those rules specify how many new quads are produced in each iteration. These rules determine also the shape of the new quads by specifying the placement of their vertices. The position of every new vertex is defined as a weighted interpolation of its parent vertices.

to get more into it, back2theFG –> Computational Architecture//Michael Hansmayer (Link)

Subdivision System I

Constant Weighting Rules

Subdivision System II

Interpolated Weighting