Tenta[TIVE] – Grasshopper Generated Tentacle Organisms / Structures

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Tenta[TIVE] addresses the  process of creating tentacle-like structures / artificial organisms by using Grasshopper3d.  the idea behind this research came from a discussion on the GH forum a few days back. This procedural model integrates recursion through C# scripting for the development of the moving and adapting tentacles. The C# scriptable component implementing the qualities of an agent based system can be replaced in the actual definition by a similar add-on component from the Locust tools or the SPM Vector tools .  The procedure is parametrically defined in terms of the initial geometry explored , the inherent properties of the tentacles (i.e the distance between them, their interlocking ect) and the size of the final structure. However each organism can be addressed as an emergent bottom-up outcome.

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Below is a video documenting the process.  Several issues such as collision detection or obstacle avoidance can be introduced in future development.

And a snapshot of the definition in case someone wants to replicate it.

Swarm Materiality at the eCAADe 2012 conference Prague – Observe and Report

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Just got home back from Prague, where the 30th eCAADe [Education and research in Computer Aided Architectural Design in Europe] was held. It has been pretty successful, both in terms of organization and in terms of context pluralism and innovation. In this conference I had the chance to participate with a paper regarding some of the recent advancements in my research on generative design processes and computational tools, titled Swarm Materiality -A multi-agent approach to stress driven material organization. This paper is available through the CUMINCAD network and you can access it by clicking on this link. Below is the abstract of the paper.

“This paper sets out to introduce and explore a computational tool, thus a methodological framework, for simulating stress driven material growth and organization by employing a multi-agent system based in swarm intelligence algorithms. It consists of an ongoing investigation that underlies the intention for the material system to be perceived as design itself.
The algorithm, developed in the programming language Processing, is operating in a bottom-up manner where components and data flows are self-organized into design outputs. An evaluation process, via testing on different design cases, is providing a coherent understanding on the system‟s capacity to address an acceptable, within the “state-of-the-art” context, solution to material optimization and innovative form-finding. The analysis of the exported data is followed by a possible reconfiguration of the algorithm’s structure and further development by introducing new elements.”

A brief conclusion – report

The conference involved many high level research projects and a rich generative design vocabulary reinforced by an extreme amount of novelty. I was quite content to meet new people and young researchers, socialize and exchange ideas about our projects and the future of Digital design and coding cultures. Amongst them many came from the sessions on generative design. Specifically I would like to mention briefly : Alessandro Zomparelli with “Emergent Reefs”,Jia-Rey Chang from P&A Lab presenting “HyperCell”, Tomasso Casucci‘sBehavioural Surfaces”, “Speculative Structures” by Joshua M.Taron, Alexander Pena de Leon’s “Facade Rationalization Case Studies”, Martin Tamke‘s “Composite Territories” and Sergio Araya with “Living Architecture”.

From the field of Robotic fabrication I was intrigued by the presentations of Johannes Braumann & Sigrid Brell-Cokcan from Robots In Architecture and from Jelle Feringa’s and Asbjarn Sondergaard’s presentation on “Fabrication of topologically optimized structures”.

In addition I enjoyed my friends lectures: “Sensesponsive landscapes – A Pedagogical design approach” by Marianthli Liapi and Konstantinos Oungrinis, “Augmented Visibility” by Tasos Varoudis and “Engaging the Brain” by Panos Mavros.

Last but not least I had the chance to meet with Professor Alessio Erioli from Co-de-it and my friend Mateusz Zwierzycki developer of the “Starling” add-on for Grasshopper, Professor Yannis Zavoleas (Uni of Patras) and Ioanna Symeonidou (TU Graz) [special thanks for the info on the cityof Prague] who held the AB-USE workshop.

AgentTropism – Agent Responsive Canopy Structures

agentropismAgentTropism is a research project developed in Processing as a generative procedure and partially in Grasshopper and VB.Net for the geometrical realisation. The objective of the research project is to develop a emergent and generative approach to architectural defined process of canopy design  (shading + shelter) used in busy urban passages in cities. The generative process takes place in the processing algorithm. A predefined particle-spring system is undergoing dynamic relaxation while adapting to a set of agents ( the behaviours of which depend on the contextual environment and the user input).At the same time the  particle system is affected by a gravitational field enabling the structure to become self-sustained [not evaluated through structural analysis software though 😦 ] The results of the algorithm are always emergent. 

Street view_ AgentTropismIn the end a simple text file is exported from Processing containing the exact position of  each particle of the system, the lines connecting the nodes and the position of the most frequently used by the agents space voxels in the process. The data are imported into Rhino via Rhinoscript and then manipulated in Grasshopper. In this particular case a simple piping for the node links and a pneumatic ( cushion) panelling process are implemented in the geometrical evaluation. The panels that are closer to the mostly used voxels are left blank enabling the circulation of air an the Sunlight to reach the street level.

Geometrical ManipulationThis is an ongoing Research into Agent produced Design Systems. I find Agents quite interesting to study and especially the capabilities offered, in terms of the system’s programmed behaviours. I hope to be able to advance in this project and make the particle system more adaptable to the context (searching for building boundaries , covering larger areas ect.)

the algorithm