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trabajamos para ella !
Hyperthreads | India and China 
Thursday, September 9, 2010, 04:03 PM - Research, production pipeline
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credits :
Chikara Inamura , Mustafa El Sayed , John Klein , Abishek Bij
Alicia Nahmad

AA
Brett Steele , Christopher Pierce , Sandra Sanna

ZHA
Patrik Schumacher , Nils Fischer , Cristiano Ceccato

AUTODESK
Stephen Stott , Deepankar Bhattacharrya , Kimberly Whinna
Debra Pothier , Jena Shore , Ninad Gawde

BMSCE
BS Bhooshan Madhu Chand K R , Dr. Mamatha Raj , Jaisim K

Student Volunteers
Vivek M.C ,Rollson Lasrado ,Vamsi ,Akshatha V , Navdita Aggarwal

HUNAN Uuniveristy
Yu Du , Horsen Hu






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Hyperthreads | Komorebi 
Thursday, September 9, 2010, 03:57 PM - Research, production pipeline
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credits :
Chikara Inamura , Mustafa El Sayed , John Klein ,Alicia Nahmad

ZHA
Patrik Schumacher , Nils Fischer , Cristiano Ceccato

AUTODESK
Stephen Stott , Deepankar Bhattacharrya , Kimberly Whinna
Debra Pothier , Jena Shore , Ninad Gawde

Hunan University
Yu Du , Horsen Hu









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AA visiting school bangalore 
Thursday, September 9, 2010, 03:49 PM - Research, production pipeline
Posted by Administrator
credits :
Chikara Inamura , Mustafa El Sayed , John Klein , Abishek Bij
Alicia Nahmad

AA
Brett Steele , Christopher Pierce , Sandra Sanna

ZHA
Patrik Schumacher , Nils Fischer , Cristiano Ceccato

AUTODESK
Stephen Stott , Deepankar Bhattacharrya , Kimberly Whinna
Debra Pothier , Jena Shore , Ninad Gawde

BMSCE
BS Bhooshan Madhu Chand K R , Dr. Mamatha Raj , Jaisim K

Student Volunteers
Vivek M.C ,Rollson Lasrado ,Vamsi ,Akshatha V , Navdita Aggarwal












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Autodesk idea studio residency , san fransisco 
Monday, July 26, 2010, 01:55 PM - Maya.c++.api., Geometry, Research, production pipeline
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Currently pursuing a 8-week residency called Idea Studio at the Autodesk offices in San Fransisco. Idea studio is run by Kimberly Whinna , senior brand manager at Autodesk and is "a residency program for designers, engineers, artists, and scholars who are pursuing innovative projects that push design technology to its limits to solve real-life problems."

ZHA | CODE and Autodesk have had various on-going conversations on research agendas related to contemporary architectural design, software technology and production pipelines. Hopefully this residency will cement the relationship further.

My experience thus far into the residency has been a real pleasure. I have to thank Kimberly Whinna and Brian Pene ( Research strategist , CTO group) , for their assistance, and advise in setting up the scope and prospects of the research thus far . It has been exciting to be advised by pioneering figures such as Jos Stam , Duncan Brinsmead , and Robert Aish and interact with experienced researchers including Eddy Kuo and Sualp Ozel .

The abstract of the proposal is presented below. Work in progress will be posted soon .

Solution Spaces.
Physically based simulations & form finding and geometric approximation for procedural architectural modelling.
This short term research proposal posits itself within the argument for parametric design research to focus its efforts on design methods that enable an operative pathway from design intent to its manifestation. The intention is to investigate the use of physically-based parameters as effective constraints in design development. Central to this proposal is the belief that design technologies should enable real-time interaction between designer and the computational model.

Images from visit to nervi's ( not candela as previously mentioned, thanks franco for correction) chruch in san fransisco , showing yet another articulation of the hyperbolic paraboloid .


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aa dlab_09  
Sunday, August 23, 2009, 10:09 AM - Maya.c++.api., Maya Embedded Language, Maya.general.modelling, Research, production pipeline
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UNIT | TUTORS
Chikara Inamura and Shajay Bhooshan : ZHA Architects, london.

Primary software used : Catia and Maya.

UNIT | PARTICIPANTS
( some surnames to be corrected soon!)
Amorph
LorenzoPoli _PeyLingWeng _MariaEugeniaVillafane _IoannaSymeonidou
1+4
DenisLacej _PanizPeivandi _GeorgiosManousis _YijunHuangor _ RevanosAtria
Scuba
ManmitJandu _ThomasLegleu _MengTang _KnutBrunier _ Mohamed
Soda
JadalLeon _RicardoSosa _AliNahmad _Jheny _Fernando

Read More...
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OF-maya-p5 conxns 
Tuesday, June 16, 2009, 02:57 PM - Maya.c++.api., programming interests, production pipeline
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details:
_object duplication and data-maps.
Input polygon has 20 faces with the bottom face removed. Each instance stores two transform matrices: one for border vertices and the other for the inner vertices.These matrices are gradually changed across the field as a weighted mean of various parameters such as area of quad-face they occupy, the distance of the face-center to the colored lines, a vector field acquired from the Maya fluid algorithm, etc.

_communication / network:
The processing/ touch screen application and the Maya application run communicate through UDP ports. Maya :OF UDP wrappers inside a Maya dll. p5 : hypermedia UDP libraries..The rather pathetic 10-12 fps of the 3d side of things results in communication being out of sync. Current fix is a buffering window that keeps watch and sends event messages to the Maya commandport, thus also helping trigger the entire dependency graph(image above).

_opengl:
significant factors to the rather slow fps :
a. making / maintaining a Maya mesh object.(0.05 seconds/cycle) required only in case a rendered output is necessary.
b. shading the mesh with shared vertex normals (0.05 s / cycle).
haven't a clue how to calculate this myself, hence requiring mesh object above.
c.immediate mode gl shading:
Thanks to memo will look into vertex arrays/vbos et al.

So almost all factors are my owning making. time to starting cleaning the mess.




Video from recent OF workshop exercise in London that I had the good fortune of participating. Mad props for Memo , Joel Lewis, Ruairi Glynn and Marek Bereza.I tried to transcode the beautifully simple code levFlagellum: by Jared Tarbell / Roberrt Hodgin (flight404).I was also trying to learn some openGL glow/blur techniques....managed only to get some FBO down-sample tricks for simple glow. Hopefully someday soon properbloom techniques will be within grasp.




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sproadic thoughts on CAD 'history' engines 
Saturday, September 13, 2008, 10:30 AM - Maya.c++.api., Tessellations, production pipeline
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McNeel's recent and exciting announcement of its plans to enable scripting within its grasshopper feature, caused a revisit of Maya's inherent 'history' engine and its associated graph(ical)-editor (hypergraph).

Images show a possible outcome of using the Maya history engine and the corresponding node-network / graph.



Thanks to celifan of noctua for writing the Delanuay Triangulation plug-in for maya and sharing the source code.

The videos also show a custom 'node' that divides a curve into equal direct-distance divisions. The node also outputs tangents and normal at these points. No rocket science here except for celifan's node that enables constrained DT. Our previous attempts in using qhull and tetgen with Maya were implemented as run-once MEL commands unlike Celifan's which is a 'dependency node' that enables history.




A cursory overview of various parametric (CAD) engines / platforms (Microstation GC, Catia /DP /Virtools, Grasshopper, Maya etc) highlights a few common features.Each platform has its strengths w.r.t items below and therefore a natural place in the production pipeline.
1. Number of in-built operational 'blocks' that deal with geometric operations, measurement and evaluation of CAD data.
Grasshopper, Catia and GC seem to offer very CAD relevant geometric operational blocks, as also precise measurement options. Maya suffers on this end.However, Maya features fairly extensive overall support including geometry types(NURBS,subDs,and meshes), algebraic operations, rendering operations, system I/O etc.
2. Mechanism construction of logical dependencies between operational blocks.
Grasshopper promises to add script operations to make and break logical connections between blocks. GC offers a robust debugging interface as also a C-style scripting language (GC script) to achieve this. Catia uses catScript and vbScript for the same. Maya offers MEL and python whilst Virtools is uses Java.
3. Mechanism of adding custom operational blocks.
A Scripting language is one such mechanism.
One can stick a custom GC script within the dependency chain in GC. 'Reactions' are similar mechanism in Catia to trigger custom vbScript. MEL scripts can be triggered within Maya graphs with some imagination.

However, one might quickly encounter the limits of such mechanisms and might need to explore lower-level languages whilst dealing with larger amounts of data.

GC apparently supports access to lower-level C-based kernel as explained in this article by Stylianos Dristas. My guess is grasshopper would expose a dotNet / c# sdk. Catia offers a c++ SDK, but is quite expensive and probably not an easy excursion. Maya features an extensively supported (documentation, community support and production proven) python and c++ access to its engine. This allows for a possible (and easier) integration of third party code such as academicians as also libraries such as CGAL, Boost etc.
4. Robustness of 'associavity'.
Catia and GC offer well formed geometric 'associavity' whilst Maya, can produce errant results and thus failure of the history chain.Grasshopper should potentially offer the same safeguards as rhino / openNurbs core, which is typically reliable.
5. Interactivity and time per evaluative cycle.
In seemingly inverse proportion to above, Maya produces a fairly fast cycle and thus allows for interactive manipulation of large history chains and geometric information. Grasshopper also seems to fair well in this regard.

It appears the choice of a poison and focus depends on nature of design endeavor , resource constraints, familiarity etc. Nonetheless, exciting times of computationally inclined architects!

Thanks to Chikara Inamura, Nils Fischer and Cristiano Ceccato for thoughts / inputs.
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of dinner tables and buidings 
Monday, May 26, 2008, 03:45 PM - production pipeline
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Battersea power station and bob venturi's theories argue for / (against?) semantic/semiotic absurdities that result from 'scale-shifting'.

The term `scale-free` begins to assume a lot of significance within computation aided/driven design methodologies. It is, one believes, an important albeit controversial admission to make: that conceptual form is independent of scale, application and/or context. Detail and development on the other hand has to fully support the 'chosen' scale and context of implementation.

Presented are WIP that are to going to implemented both at furniture and building scale. Potential / envisaged work-flows include parametric Catia modeling at building scale (to enable a family of houses within monetary and effort resource) and explorations milling and thermo forming technology at furniture scale. all-in-all quite exciting at as far as personal design endeavors with the aid of computers go.

more soon....

Read More...
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rhino-maya concorde 
Tuesday, May 13, 2008, 03:34 PM - production pipeline
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images: idea-sketches for a private housing layout in India.









Rhino seems to always provide a nice environment to manually work out a schema for a possible design algorithm/outline i.e it provides enough 'numerically-aided' modeling tools to be able to quickly chalk out a computational schema that can then be safely implemented even in a 'not-so-numeric' an environment such as Maya.

In this case, this small-scale manageable project chalked out in rhino, helped forge the algorithmic ideas for a larger urban project.

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