65 research outputs found
A theoretical reflection on smart shape modeling
This paper presents, as far as the authors are aware, a complete and extended new taxonomy of shape specification modeling techniques and a characterization of shape design systems, all based on the relationship of usersâ knowledge to the modeling system they use to generate shapes. In-depth knowledge of this relationship is not usually revealed in the regular university training courses such as bachelorâs, masterâs and continuing education. For this reason, we believe that it is necessary to modify the learning process, offering a more global vision of all the currently existing techniques and extending training in those related to algorithmic modeling techniques. We consider the latter to be the most powerful current techniques for modeling complex shapes that cannot be modeled with the usual techniques known to date. Therefore, the most complete training should include everything from the usual geometry to textual programming. This would take us a step further along the way to more powerful design environments. The proposed taxonomy could serve as a guideline to help improve the learning process of students and designers in a complex environment with increasingly powerful requirements and tools. The term âsmartâ is widely used nowadays, e.g. smart phones, smart cars, smart homes, smart cities... and similar terms such as âsmart shape modelingâ. Nowadays, the term smart is applied from a marketing point of view, whenever an innovation is used to solve a complex problem. This is the case for what is currently called smart shape modeling. However, in the future; this concept should mean a much better design environment than today. The smart future requires better trained and skilled engineers, architects, designers or technical students. This means that they must be prepared to be able to contribute to the creation of new knowledge, to the use of innovations to solve complex problems of form, and to the extraction of the relevant pieces of intelligence from the growing volume of knowledge and technologies accessible today. Our taxonomy is presented from the point of view of methods that are possibly furthest away from what is considered today as âintelligent shape modelingâ to the limit of what is achievable today and which the authors call âGeneric Shape Algorithmâ. Finally, we discuss the characteristics that a shape modeling system must have to be truly âintelligentâ: it must be âproactiveâ in applying innovative ideas to achieve a solution to a complex problem
Interactive evolutionary 3D fractal modeling.
Pang, Wenjun.Thesis (M.Phil.)--Chinese University of Hong Kong, 2009.Includes bibliographical references (leaves 83-88).Abstracts in English and Chinese.ACKNOWLEDGEMENTS --- p.iiABSTRACT --- p.ivæèŠ --- p.vCONTENTS --- p.viList of Tables --- p.viiiList of Figures --- p.ixChapter 1. --- INTRODUCTION --- p.1Chapter 1.1 --- Recent research work --- p.4Chapter 1.2 --- Objectives --- p.8Chapter 1.3 --- Thesis Organization --- p.10Chapter 2. --- FRACTAL MODELING --- p.12Chapter 2.1 --- Fractal and Fractal Art --- p.12Chapter 2.2 --- Fractal Geometry --- p.15Chapter 2.3 --- Construction of Fractals --- p.21Chapter 2.4 --- Fractal Measurement and Aesthetics --- p.27Chapter 3. --- OVERVIEW OF EVOLUTIONARY DESIGN --- p.30Chapter 3.1 --- Initialization --- p.33Chapter 3.2 --- Selection --- p.33Chapter 3.3 --- Reproduction --- p.34Chapter 3.4 --- Termination --- p.36Chapter 4. --- EVOLUTIONARY 3D FRACTAL MODELING --- p.38Chapter 4.1 --- Fractal Construction --- p.38Chapter 4.1.1 --- Self-similar Condition of Fractal --- p.38Chapter 4.1.2 --- Fractal Transformation (FT) IFS Formulation --- p.39Chapter 4.1.3 --- IFS Genotype and Phenotype Expression --- p.41Chapter 4.2 --- Evolutionary Algorithm --- p.43Chapter 4.2.1 --- Single-point Crossover --- p.45Chapter 4.2.2 --- Arithmetic Gaussian mutation --- p.45Chapter 4.2.3 --- Inferior Elimination --- p.46Chapter 4.3 --- Interactive Fine-tuning using FT IFS --- p.46Chapter 4.4 --- Gaussian Fitness Function --- p.48Chapter 5. --- GAUSSIAN AESTHETIC FITNESS FUNCTION --- p.49Chapter 5.1 --- Fitness Considerations --- p.50Chapter 5.2 --- Fitness Function Formulation --- p.53Chapter 5.3 --- Results and Discussion on Fitness Function --- p.55Chapter 6. --- EXPERIMENT RESULTS and DISCUSSION --- p.59Chapter 6.1 --- Experiment of Evolutionary Generation --- p.59Chapter 6.2 --- Comparison on Different Methods --- p.60Chapter 7. --- 3D FRACTALS RENDERING and APPLICATION --- p.62Chapter 7.1 --- Transforming Property and User Modification --- p.62Chapter 7.2 --- Visualization and Rendering of 3D Fractals --- p.66Chapter 7.3 --- Applications in Design --- p.74Chapter 8. --- CONCLUSIONS and FUTURE WORK --- p.81Chapter 8.1 --- Conclusions --- p.81Chapter 8.2 --- Future Work --- p.81BIBLIOGRAPHY --- p.83Appendix --- p.89Marching Cubes Method --- p.8
PSO-based Newton-like Method and Iteration Processes in the Generation of Artistic Patterns
In artistic pattern generation one can find many different approaches to the generation process. One of such approaches is the use of root finding methods. In this paper, we present a new method of generating artistic patterns with the use of root finding. We modify the classical Newton's method using a Particle Swarm Optimization approach. Moreover, we introduce various iteration processes instead of the standard Picard iteration used in the Newton's method. Presented examples show that using the proposed method we are able to obtain very interesting and diverse patterns that could have an artistic application, e.g., in texture generation, tapestry or textile design etc
Modélisation géométrique itérative sous contraintes
Iterative models are widely used today in CAD. They allow, with a limited number of parameters, to represent relatively complex forms through a subdivision algorithm. There is a wide variety of such models (Catmull-Clark, Doo-Sabin, L-Systems...). Most iterative models used in CAD can represent smooth shapes, such as polynomial or rational. The IFS model (Iterated Function System) is a mathematical model allowing to represent objects that can be smooth, in particular cases, or fractal, in more general cases. An IFS is defined by a set of geometric operators called "subdivision operators". These operators define an object iteratively, by successively applying this set of subdivision operators on a geometric base object. Classical subdivision schemes take as parameters a set of control points, that can be moved anywhere in space. These control points are the entry parameters of the subdivision algorithm, which uses predefined subdivision matrices to calculate the new points. In the IFS model, subdivision operators are not predefined, but customizable. These new parameters are graphically represented as movable points in space, like the control points. Each of these points, referred to as "subdivision point" is the image of a control point through a subdivision operator. The position of the control points allow to control the global aspect of the modelled object. Moving subdivision points affects the object at each level of subdivision, and therefore at smaller and smaller scales. The generated objects are not necessarily smooth, but are generally fractal. The constraints due to construction require some precise geometric properties of the modelled objects. As part of the wooden building, we want to achieve particular surface structures by assembly of wood panels. This requires modelling meshes composed of planar faces. We are particularly interested in modelling quadrangular mesh. We discard the solution of triangular meshes. This comes from constraints related to construction, and is more particularly due to the complexity of realizing assemblies around high valence vertices. The vertices in triangulated meshes have a valence of six, while in quadrangular meshes they have a valence of four. The development and implementation of solutions are relatively expensive in terms of the valence of the node. The valence of the nodes of a mesh has a direct influence on the geometry of faces ; the higher the valence of a vertex, the higher angles of faces around this vertex will be acute. Faces with acute angles are not desirable for a constructive application, because constructive elements have fragile parts and handling them during the implementation process is a delicate operation. We propose a method based on an iterative model that generates directly planarquadrilateral meshes. We start from a Minkowski sum of two curves. This process is rather limited, because it generates meshes only composed by parallelograms. We expand the possibilities for creating forms, working in a 4D homogeneous coordinate system, and projecting these forms in the 3D modelling space. Using projective geometry allows to extend the method by additional parameters such as the weight of points. This allows to reach a relatively general range of surface meshes
Architecture and complexity : fractal geometry as generative system
Orientador: Maria Gabriela Caffarena CelaniTese (doutorado) - Universidade Estadual de Campinas, Faculdade de Engenharia Civil, Arquitetura e UrbanismoResumo: Um sistema generativo (SG) de formas consiste em um mĂ©todo sistemĂĄtico para a obtenção de soluçÔes para um dado problema. Shape grammars, cellular automata, algoritmos genĂ©ticos e fractais sĂŁo alguns exemplos de SGs que permitem a criação de composiçÔes que podem ser aplicadas em arquitetura e urbanismo. Ao longo da histĂłria os arquitetos demonstraram interesse por formas complexas e utilizaram diferentes mĂ©todos para obtĂȘ-las. Com o advento da computação alguns SGs tradicionais foram implementados em computador ampliando as possibilidades de obtenção de formas complexas. Paralelamente, o surgimento dos meios de produção pĂłs-industriais no final do sĂ©culo XX tornou possĂvel a produção dessas formas com relativa facilidade e economia. AlĂ©m disso, a renovação do ornamento na arquitetura contemporĂąnea tem despertado o interesse para composiçÔes complexas. Dentre os SGs que tĂȘm sido utilizados por arquitetos contemporĂąneos, os fractais sĂŁo particularmente interessantes porque permitem a geração de formas complexas a partir de regras simples em um processo inteligĂvel no qual o controle por parte do projetista Ă© mantido. Contudo, para que um arquiteto se aproprie efetivamente deste mĂ©todo, se faz necessĂĄria a introdução de uma sĂ©rie de conhecimentos e habilidades, bem como de um arcabouço teĂłrico. Esta tese investiga o projeto de arquitetura utilizando geometria fractal (GF) e propĂ”e maneiras de abordar esses conteĂșdos com o apoio de teorias e ferramentas contemporĂąneas, como os SGs de projeto, a modelagem paramĂ©trica, os ambientes de programação de CAD e a fabricação digital. A metodologia desta pesquisa exploratĂłria incluiu a revisĂŁo bibliogrĂĄfica, anĂĄlise de exemplos, entrevistas com arquitetos e experimentaçÔes com a GF como SG. Foi possĂvel averiguar que a GF pode ser um mĂ©todo eficaz e factĂvel, tendo em vista a disponibilidade de equipamentos de fabricação digital, para a geração de complexidade na arquiteturaAbstract: A generative system of shapes is a systematic method to achieve solutions for a design problem. Shape grammars, cellular automata, genetic algorithms and fractals are some examples of generative systems that enable the creation of compositions to be applied in architecture and urban design. Throughout history the architects were interested by complex shapes and have used different methods to obtain complexity. With the use of computation some classic generative systems were implemented on computers expanding the possibilities to obtain complex shapes. At the same time, the arising of post-industrial means of production in the end of XX century made possible the production of those shapes easily and with economic viability. Moreover, the renovation of the ornament concept in the contemporary architecture is directly related to complex compositions. Among the generative systems that have been used by contemporary architects, fractals are particularly interesting because they generate complex shapes from simple rules in an intelligible process in which the designer control is preserved. However, to architects use fractals consistently, they must understand some concepts and acquire some abilities, and the architect must comprehend a theoretical framework. This thesis is an investigation of the design process that uses fractal geometry and it proposes ways of approach this subject with the support of theory and contemporary tools, as computational design and digital fabrication. The methodology of this exploratory research includes the literature review, case studies, interviews and applicatios of fractal geometry as generative system. It was possible to ascertain that the fractals may be an effective and feasible method, considering the digital fabrication equipments available, for the generation of complexity in architectureDoutoradoArquitetura, Tecnologia e CidadeDoutor em Arquitetura, Tecnologia e Cidade2014/13572-50203267/2014-1FAPESCNPQCAPE
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Generative design for agile robot based additive manufacturing for sustainable aesthetic furniture products
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University LondonThe Furniture manufacturing industry has been slow to adopt the latest manufacturing technologies, relying heavily upon specialised conventional machinery. This approach not only requires high levels of specialist knowledge, training and capital investment, but also suffers from significant traditional subtractive manufacturing waste and high logistics costs due to centralised manufacturing, with high levels of furniture product not re-cycled or re-used at the end of its life cycle. This doctoral research aims to address these problems by establishing a suitable digital manufacturing technology framework concept to create step changes in the furniture design to manufacturing pathway. The design stage has the potential to contribute massively to the environmental impact of products. In this research, a Robot Base Additive Manufacturing Concept cell for future furniture manufacturing is reported. Generative design illustrates its potential contribution to waste reduction, increased manufacturing efficiency, optimised product performance and reduced environmental impact constituting a truly lean and progressive future for Furniture Manufacturing Design. Through case studies the research will show the potential for exploiting Single Minute Exchange of Die (SMED) concepts through the rule-based AI generative design post-processing of geometry for robot manufacturing, examination of different methodologies for printing and thus the resultant potential for âMass Customisedâ Furniture. Aesthetics, structures and the use of Smart Materials not previously economic to manufacture will be considered to demonstrate the potential to flatten the traditional Bill of Materials (BOM) and reduce logistical issues.
The Furniture Industry has developed from an artisan driven craft industry, whose pioneers saw themselves reflected in their crafts and cherished the sense of pride in the originality of their designs, now largely re-configured to an anonymous collective mass output. Digital technologies and smart materials enhancement allow innovative structural fabrication, presenting a plethora of potential for networked artisan craft industries to create extraordinary aesthetics and customisable product designs. Integrating these developments with the computing power of generative design provides the tools for practitioners to create concepts which are well beyond the insight of even the most consummate traditional designers. This framework is becoming an active area of research for application in many different industries. The step changes are empowering artisans to revolutionise the design to manufacture workflow, giving momentum to the concept of conceiving a pre-industrial model of manufacturing with bespoke sustainable design at its heart. The elements of the framework will be described and illustrated using case study models highlighting the potential for creating unique aesthetics for sustainable furniture products. The research presents the methodology to create and compare iterations employing different rule sets through a commercial generative design application and how these outputs can be further customised using parametric strategies in NURBS modellers, with the ultimate goal of creating aesthetic âLeanâ and sustainable innovative furniture of the future, thus illustrating how the creative use of digital networks in linking individual practitioners in the making of aesthetic customised products, manufactured local to their markets, could be achieved using this framework.
This research shows a robust âgreen revolutionâ is evidently necessary to satisfy the needs of an ever-growing population, allowing the world to thrive within the means of this planet. New approaches to the use of technologies can achieve these changes in Furniture Manufacturing and establish a truly enhanced Circular Economy. Governments around the World are encouraging these initiatives and these approaches are identified and rationalised alongside the drivers for change which will have major impacts on this manufacturing sector.
This research critically examines the Furniture Design and Manufacturing technologies presented through a TRIZ framework against the desired outcomes. Using this approach together with the physical development of a robotic test cell, combined with case study data significant contributions to knowledge in the focused area of Furniture Manufacturing are identified, detailed and enhance Furniture Design, Manufacturing and Environmental Impact for the future. The focused approach also serves to highlight areas requiring further research
Multispace & Multistructure. Neutrosophic Transdisciplinarity (100 Collected Papers of Sciences), Vol. IV
The fourth volume, in my book series of âCollected Papersâ, includes 100 published and unpublished articles, notes, (preliminary) drafts containing just ideas to be further investigated, scientific souvenirs, scientific blogs, project proposals, small experiments, solved and unsolved problems and conjectures, updated or alternative versions of previous papers, short or long humanistic essays, letters to the editors - all collected in the previous three decades (1980-2010) â but most of them are from the last decade (2000-2010), some of them being lost and found, yet others are extended, diversified, improved versions. This is an eclectic tome of 800 pages with papers in various fields of sciences, alphabetically listed, such as: astronomy, biology, calculus, chemistry, computer programming codification, economics and business and politics, education and administration, game theory, geometry, graph theory, information fusion, neutrosophic logic and set, non-Euclidean geometry, number theory, paradoxes, philosophy of science, psychology, quantum physics, scientific research methods, and statistics. It was my preoccupation and collaboration as author, co-author, translator, or cotranslator, and editor with many scientists from around the world for long time. Many topics from this book are incipient and need to be expanded in future explorations
European Union Timber Regulation Impact on International Timber Markets
The trade of illegal timber, often from illegal logging, has severe environmental, social and economic consequences. The EUâs response to this problem came with the Forest Law Enforcement, Governance and Trade (FLEGT) Action Plan, with its specific goal to end illegal logging, thereby improving sustainability of forest resources. In March 2013, an additional step was taken by implementing the EU Timber Regulation (EUTR). The EUTR requires proof of timberâs origin and legality to ensure that no illegal timber is imported into the EU. To this end the EU intends to block imports of any wood or wood product which comes from unknown sources. Certification of sustainable forest management will help EU importers minimize risk, which is an essential part of their required due diligence system. Monitoring organizations are established to assist trade associations and businesses to construct comprehensive due diligence systems. National competent authorities are designated to follow the trade of the new FLEGT-licensed timber and timber products. In the first year of the EUTR there are positive impacts, of which the most important is awareness of the disastrous situation with illegal logging, driven by exports of illegal timber. Another positive development is tropical timber exporters documenting the legality of their wood exports. Yet another positive feature is establishment of due diligence systems by EU importers. However, there are considerable problems for ensuring legal trade; for example the lack of comprehensive documentation of origin and legality. Analysis of recent trends establishes changes in the European timber trade in terms of sourcing, substitution, diversion to less-demanding countries. Short-term forecasts of market trends and changes will enable further policy assessment to achieve the objectives of improved legality in international timber markets.JRC.H.3-Forest Resources and Climat
Architecture and the Built Environment:
This publication provides an overview of TU Delftâs most significant research achievements in the field of architecture and the built environment during the years 2010â2012. It is the first presentation of the joint research portfolio of the Faculty of Architecture and OTB Research Institute since their integration into the Faculty of Architecture and the Built Environment. As such the portfolio holds a strong promise for the future. In a time when the economy seems to be finally picking up and in which such societal issues as energy, climate and ageing are more prominent than ever before, there are plenty of fields for us to explore in the next three years
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