184 research outputs found

    Shape computations without compositions

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    Parametric CAD supports design explorations through generative methods which compose and transform geometric elements. This paper argues that elementary shape computations do not always correspond to valid compositional shape structures. In many design cases generative rules correspond to compositional structures, but for relatively simple shapes and rules it is not always possible to assign a corresponding compositional structure of parts which account for all operations of the computation. This problem is brought into strong relief when design processes generate multiple compositions according to purpose, such as product structure, assembly, manufacture, etc. Is it possible to specify shape computations which generate just these compositions of parts or are there additional emergent shapes and features? In parallel, combining two compositions would require the associated combined computations to yield a valid composition. Simple examples are presented which throw light on the issues in integrating different product descriptions (i.e. compositions) within parametric CAD

    Defining Rules for Kinematic Shapes with Variable Spatial Relations

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    Designing mechanisms can be a challenging problem, because the underlying kinematics involved are typically not intuitively incorporated into common techniques for design representation. Kinematic shapes and kinematic grammars build on the shape grammar and making grammar formalisms to enable a visually intuitive approach to model and explore mechanisms. With reference to the lower kinematic pairs this paper introduces kinematic shapes. These are connected shapes with parts which have variable spatial relations that account for the relative motion of the parts. The paper considers how such shapes can be defined, the role of elements shared by connected parts, and the motions that result. It also considers how kinematic shape rules can be employed to generate and explore the motion of mechanisms

    Spatial layout planning in sub-surface rail station design for effective fire evacuation

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    The London Underground network is a crucial part of the transportation system in one of only four ‘Alpha’ world cities. The other three – Paris, New York and Tokyo – also have such sub-surface railway transport systems that may benefit from this shape grammar station design process in a future research proposal. In London’s case, the passenger flow rates are the underlining factor in sizing infrastructure where passengers have access – it is therefore this criterion that provides the basis for the shape grammar formulation for the largest, oldest and one of the most complex underground systems in the world. The research aims to improve passenger fire evacuation times, with due cognisance of the growth of numbers using the system, and its present susceptibility to terrorist attacks taken into account. The proposed shape grammar approach will provide for generation of spatial layouts, based upon visual rules of shape recognition, replacement / union, their connectivity and spatial relationships. The paper concentrates on definition and implementation of novel shape grammar design rules that incorporate station planning design knowledge, and in particular also discusses designers’ fire risk assessment approach and related knowledge that is also needed to produce credible station design solutions. Development, to date, of the proposed artificially intelligent CAD environment is also described along with parallel theoretical research. The proposed CAD interface provides familiarity to the designer and avoids incompatibility issues regarding drawing exchange format between various software systems. The shape grammar layouts produced will be tested in SIMULEX, a commercially available evacuation package, and be compared against ‘traditionally’ designed layouts to demonstrate improvements of preliminary ‘reference’ designs, which follow the standard London Underground design process as a later stage of this research

    Formal descriptions of material manipulations: an exploration with cuts and shadows

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    Shape computation in design is never purely limited to visual aspects and ideally includes material aspects as well. The physicality of designing introduces a wide range of variables for designers to tackle within the design process. We present a simple design exercise realised in four stages where we physically manipulate perforated cardboard sheets as a case to make material variables explicit in the computation. The emphasis is on representing sensory aspects rather than easily quantifiable properties more suitable for simulations. Our explorations demonstrate the use of visual rules to represent actions, variables and form as well as how to control the variables to create new results, both desired and surprising, in materially informed ways

    Tools for the co-designing of housing transformations: A study on interaction and visualization modes

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    In this paper we present and assess tools for visualizing architectonic modifications of existing housing in co-design projects with inhabitants. These tools should enable inhabitants to explore and understand design variations of alterations of their houses. This contribution is part of ongoing research on the use of artificial realities for supporting the transformations of existing housing in architectonically responsible ways. Such transformations may be needed after the delivery of housing, say after five years or later, due to changed regulation, the need of updates or changed living conditions of inhabitants. For arriving at architectonically responsible transformations, we use shape grammar system for defining possible modifications of the housing. For empowering inhabitants to understand and explore these modifications to their housing, we develop a transformation grammar tool—MyChanges—to visualize the modifications by three visualization modes, from fully immersive to non-immersive. Interviews and tests with real inhabitants were performed, and preliminary conclusions show that a tool like the MyChanges would have a good acceptance among inhabitants.info:eu-repo/semantics/acceptedVersio

    Augmented reality meeting table: a novel multi-user interface for architectural design

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    Immersive virtual environments have received widespread attention as providing possible replacements for the media and systems that designers traditionally use, as well as, more generally, in providing support for collaborative work. Relatively little attention has been given to date however to the problem of how to merge immersive virtual environments into real world work settings, and so to add to the media at the disposal of the designer and the design team, rather than to replace it. In this paper we report on a research project in which optical see-through augmented reality displays have been developed together with prototype decision support software for architectural and urban design. We suggest that a critical characteristic of multi user augmented reality is its ability to generate visualisations from a first person perspective in which the scale of rendition of the design model follows many of the conventions that designers are used to. Different scales of model appear to allow designers to focus on different aspects of the design under consideration. Augmenting the scene with simulations of pedestrian movement appears to assist both in scale recognition, and in moving from a first person to a third person understanding of the design. This research project is funded by the European Commission IST program (IST-2000-28559)

    Principles for the definition of design structures

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    Different kinds of design structure are created and used in engineering design and development processes. Function structures, design grammars and bills of materials are common examples. However, there is a lack of clarity regarding distinctions and similarities between different kinds of structure and systematic ways to articulate them. This paper brings together research on product structuring and shape computation to inform the specification of principles for the definition of design structures. The principles draw together findings reported in the computational geometry and product definition literature with research from a range of companies and industry sectors that encompasses enterprise and process structures. The potential value of the principles to computer integrated manufacturing and through-life support is demonstrated through application to four case studies

    Procedural feature generation for volumetric terrains using voxel grammars

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    © 2018 Terrain generation is a fundamental requirement of many computer graphics simulations, including computer games, flight simulators and environments in feature films. There has been a considerable amount of research in this domain, which ranges between fully automated and semi-automated methods. Voxel representations of 3D terrains can create rich features that are not found in other forms of terrain generation techniques, such as caves and overhangs. In this article, we introduce a semi-automated method of generating features for volumetric terrains using a rule-based procedural generation system. Features are generated by selecting subsets of a voxel grid as input symbols to a grammar, composed of user-created operators. This results in overhangs and caves generated from a set of simple rules. The feature generation runs on the CPU and the GPU is utilised to extract a robust mesh from the volumetric dataset
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