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trabajamos para ella ! - co|de participates in Siggraph08 and Beijing biennale 08
co|de participates in Siggraph08 and Beijing biennale 08 
Saturday, August 30, 2008, 02:29 PM - Research
Posted by Administrator
Co|de represented ZHA at Siggraph 08:Evolve and the upcoming Beijing Beinnale 08 (immaterial practises: new digital techniques).

ZHA architects participated in two categories (A Landscape of 3D Printed Skyscrapers && parametric urbanism,procedural complexity) of the design and computation gallery and the panel discussion on Complexity.




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for more see:http://www.siggraph.org/s2008/attendees/.

The work of ZHA and other participating offices including AKT london, Evan douglas, KPF New York, Shop architects, Grimshaw architects etc can be found in the associated event publication : Electronic art and Animation Catalog - art and desgin galleries, published by ACM SIGGRAPH.

Co|de also presented work at IAAC barcelona, as part of the
summer digital fabrication workshop (lanfab) organised by LAN:liveArchitectureNetwork..

Thanks to Lira Nikolovska of Autodesk (for Siggraph08), Neil Leach & Achim Menges(for Beijing biennale) and Luis Fraguada & Monika Wittig (for lanFab) for respective invitations.

Video of Siggraph should be available shortly.
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visualizing audio data: 'binaural' 
Wednesday, July 30, 2008, 05:34 PM - Maya.c++.api., Maya Embedded Language, Maya.general.modelling
Posted by Administrator
images of 'binaural': an audio data based sculpture, commisioned by Melkweg. To be exhibited in Amsterdam.
Result of collaboration with Daniel Widrig of MRGD studio.

update: Binaural has now been installed. see here for work by other artists in the Frozen:5 days off festival in Amsterdam. Images below from the exhibition courtesy : marius watz





pre-installation images





for tech details and other images: Read More...
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In search of a wedding present 
Wednesday, July 30, 2008, 04:52 PM - Maya Embedded Language, Maya.general.modelling
Posted by Administrator

image courtesy: Duncan Brinsmead (from this inspiration article on his blog





Best bud's impendent wedding coupled with discovery of a source for DMLS tech, has caused this search for a shiny, metallic wedding present without utility of any description and yet being customised!

use of MEL only to setup brute force iteration through multitude of parameters of Maya nCloth technology. The script basically repeats the step as seen in video below, between a matrix of initial states and 'solver'-attributes..searching for something that might catch one's fancy.


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Read More...
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remembering high school algebra 
Monday, June 30, 2008, 03:22 PM - Maya.c++.api., Maya Embedded Language, Geometry, Research
Posted by Administrator
Recent events and past failures have forced a recollection of high school algebra including matrices, determinants, Kramer's rule, line / plane equations and their solutions et al. Below are two simple applications of the 'recollection'.

contouring tool for Maya:
A simple utility wrapper around existing Maya tools to enable 'contour' cutting. Maya's history & animation engine further enabling 'contouring' along a curve. Thanks to Fuuuuulvio Wirz for suggestion / tip. Previous attempts depending on NURBS intersection tended to clog-up the history chain, resulting in untold misery!


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tri-plane intersection node a la CATIA. supports history.
strange by product of exercise was realization that MEL's lack of support for 'double' variable type, can(?)cause loss of significant digits. In this simple application it was solved by multiplying all inputs by large numbers. c++ version doesn't seem to suffer from the same problem.


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of dinner tables and buidings 
Monday, May 26, 2008, 03:45 PM - production pipeline
Posted by Administrator







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
Posted by Administrator
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.

Read More...
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sun Exposure 
Tuesday, May 13, 2008, 02:48 PM - Maya.c++.api., Analytical
Posted by Administrator
videos are in real-time






Interactive Maya node: simple rayTracing exercise to calculate annual&daily direct sunExposure.

Inputs: 'recieving surfaces', 'shading' surfaces, direction/s of sun.

Node can trace back from recieving surfaces or trace forward from the sky dome.

optimizations for interactivity:(see videos)
1.use of icosahedron to span sky-dome or sampling-space rather than a regular sphere.

2. heuristic neighboring search for sampling points (i.e search for intersection rays in the neighborhood of sampling points where intersections were previously found).

to do:
1. cache data for interactively visualisation of accrued data (i.e across the day / year)

2. connect to sun angle calculator.
3. add approximate measurement units / metrics.
4. add luminance, avg cloud-cover and other evaluative/characteristic metrics.
5. chart sun-path and establish 'mapping' logics, including data-overlay on unfolded sky-dome.
6. add geometry 'correcting' / suggestive solution-space.
7. add pointCloud export for Catia-parametric model.

Read More...
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of units and aggregates 
Sunday, April 20, 2008, 08:49 PM - Geometry, Differentiation
Posted by Administrator
images of result of collaboration with Theodore Spyropoulos of minimaforms and part of the conceptual revisiting / reintepretation of project 19 by David Green, archigram. read more on L.A.W.u.N*project#20.







Read More...
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AEC.BIM.CAD.CAE.CAM.__GOFI! 
Saturday, April 19, 2008, 06:10 PM
Posted by Administrator
In the days of ever-growing acronyms..a personal favorite.Good 0ld Fashioned Intelligence. albeit..a rip off from simon penny: good old fashioned artificial intelligence.(sic!)

more coffee break fun with straight forward animation. only camera being 'scripted'.



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....have lines, will follow!

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Binary space partitions 
Monday, April 14, 2008, 07:46 PM - Maya.c++.api., optimizations, utilities
Posted by Administrator


Image:David M. Mount and Sunil Arya;





Images from simplistic implementation of the Octree algorithm in Maya. Primarily as an exercise to understand its API and class derivation within it.

BSP
"Binary space partitioning (BSP) is a method for recursively subdividing a space into convex sets by hyperplanes. This subdivision gives rise to a representation of the scene by means of a tree data structure known as a BSP tree."

Wikipedia Accessed Aug 2007

Octree
"An octree is a tree data structure in which each internal node has up to eight children. Octrees are most often used to partition a three dimensional space by recursively subdividing it into eight octants."

wikipedia Accessed Aug 2007

Approximate Nearest Neighbour
"Computing exact nearest neighbors in dimensions much higher than 8 seems to be a very difficult task. Few methods seem to be significantly better than a brute-force computation of all distances. However, it has been shown that by computing nearest neighbors approximately, it is possible to achieve significantly faster running times (on the order of 10's to 100's) often with a relatively small actual errors. ...."

David M. Mount and Sunil Arya

Even accounting for the amateur nature of our attempt, it would appear that the above holds true in 3 dimensions as well ie. an octree algorithm provides a significant advantage over brute calculation of distances only when the point distribution is sparse, point sets are large (above 50000) and some tolerances are allowed in terms of measurement.


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