background preloader

Designcoding

Designcoding
Here is the winner of this year’s mid-term jury competition in first year Basic Design studio of İstanbul Bilgi University. We asked students to construct a contouring structure within 8m3 volume. After several clay and foamboard prototypes, this group studied 3d laser scanning to digitize the clay model, then finally they used leap motion gadget to simulate the hand-made clay forming in computer. Other student projects will follow this post, as there were several other interesting approaches in this jury. Students: Selim Buldu, Lachyn Tuliyeva, Neda Khorshidi, Serhan Koçbasan, Sevgi […] Together with Fulya Akipek and Mehmet Ali Altın, we’re conducting a 4 day workshop in Anadolu University, Eskişehir, between 1 and 4th of May.

http://www.designcoding.net/

Related:  CODING

Triangle Tessellation with OpenGL 4.0 at The Little Grasshopper This is the first of a two-part article on tessellation shaders with OpenGL 4.0+. This entry gives an overview of tessellation and walks through an example of simple triangle subdivision; in the next entry, we’ll focus on quad subdivision. Reviewing Geometry Shaders When Geometry Shaders (GS) first came out, we were all excited because we could finally write a shader that could “see” all the verts in a triangle at once. And finally, the GPU could produce more primitives than it consumed. Solar Analysis including Occlusion I’ve worked a little more about the Solar Position definition i’ve started here. The definition uses Danel da Rocha’s beautiful solar position script and utilizes it with other components. It creates visual output for any given surface, divided into quads (with side faces of course) and coloring them according to their orientation to the sun.

**SOFTlab We are working on an installation called CHROMAtex that is set to open at the Bridge Gallery on August 26th. The piece is comprised of over 4400 separate colorful panels. It is being made possible by all of our kind and generous friends who have donated to our Kickstarter page…

Rhinoscript Posts Tagged ‘Rhinoscript’ This simple rhinoscript, developed to randomize sets of objects for material application in rendering, allows the user to select a set of objects and place them into a user specified number of groups. Part of a library of environmental effect graphic generators this Rhino Script produces a series of lines which fall like rain upon Rhino’s cplane. If a droplet hits there is a splash. The user can input the number clusters where the rain will fall from, the relative radius of the cluster, the percentage of the way that the rain can fall short as well as a few other conditions. The rain is colored with a gradient according to distance along the V domain of the surface to allow for the production of depth.

Programming 3D Applications with HTML5 and WebGL In this chapter we will tour the extensive set of features Three.js provides for drawing graphics and rendering scenes. If you are new to 3D programming, don’t expect to comprehend all of the topics in this chapter right away. But if you take them one at a time and work through the code samples, you could be well on your way to building great WebGL sites using the power of Three.js. Three.js has a rich 3D graphics system, inspired by many 3D libraries that have come before, and informed by the collective experience of its authors. Three.js provides of the features one comes to expect from 3D libraries, and then some: 2D and 3D geometry built from polygonal meshes; a scene graph with hierarchal objects and transformations; materials, textures and lights; real-time shadows; user-defined programmable shaders; and a flexible rendering system that enables multi-pass and deferred techniques for advanced special effects.

half-edge mesh Straight Skeleton (imperfect) Posted by trevor.patt on 04/03/2013 · Leave a Comment Straight Skeleton from HEM faces Inspired by a comment, this morning I played around with the idea of composing straight skeletons for the faces generated by the Half-Edge Mesh Definition posted earlier. A polygon’s straight skeleton resembles the voronoi skeleton or medial axis, but is composed of only straight segments (and typically fewer of them, … Continue reading HEM functions BEND MANUAL The workshop manual is available to read online and download below. It contains all seminar descriptions and daily exercises together with a brief for intermediate and final projects. BEND Manual Download Link Recordings of lectures/presentations can be found on ExLab Vimeo site. Upload completed illustrator files to here:

Architecture In this tutorial you will learn how can you create shell-like surfaces made of planar hexagons using Kangaroo´s Planrization Forces. CHROMAtex.me is an installationby SOFTlab for the bridgegallery ,the project was funded by offering a small ownership of the installation in exchange for a small donation. Continuing with the experimentation and research of the honeycomb morphologies and as a example for a Workshop I gave recently I . . . DesignReform We start off by installing the Grasshopper plug-in to Rhino. Grasshopper tutorial showing how to create a data tree of strings which are used to create different louver configurations on a rectangular panel facade. Fun_With_Sets.ghx Tutorial.pdf...

Subdividing Sphere Wannabe Meshes This post is my presentation for the “Geometry Processing” course I’m attending in IMPA, the National Institute of Pure and Applied Math in Rio de Janeiro, Brazil. The course is ministred by the professors:Luiz Henrique de FigueiredoLuiz Velho What’s up doc? The problem proposed was to create an algorithm to subdivide a triangular mesh inscripted in a sphere (e.g. an icosahedron) multiple times in order to approximate the mesh to a complete sphere.

Related:  Grasshopper TutorialscklimWEBS ABOUT GRASSHOPPERfaramarzmanteghi