scholarly journals Bits + Pieces : Investigating the Procedural Ideation of Architectural Massing for Early Stage Design

2021 ◽  
Author(s):  
◽  
Jacob Rhodes-Robinson

<p>The architectural discipline is constantly experiencing change to the way in which its practitioners operate. The continual evolution of computing hardware and the substantial development of Computer Aided Architectural Design (CAAD) has seen Architecture shift from a discipline of predominantly analogue techniques to one that relies almost entirely on the digital medium. As a result, the role of the practicing architect has seen considerable change. Architecture, once a discipline of pencil and paper, now shares creative techniques and tools with Computer Science, Film, Visual Effects, Interactive Media, Robotics, and Computer programming. Such new partners are providing alternative views of what it is to be a creative practitioner, challenging the discipline of architecture to step beyond the preconceived boundaries and means of operating embodied within conventional practice. Architects now have the opportunity to adopt new methods for the production of the built environment.  This research engages with developing computational techniques designed for film and interactive media and explores how they can be utilised to augment the way in which architecture may be produced. This body of researches adopts the technique procedural generation as a vehicle for this investigation; a technique used for content creation in interactive media and game design. This research also adopts the use of a computational design software called Houdini - an industry standard procedural software used widely within film and game. Through an architectural lens, it explores the re-purposing of this software and procedural design, developing an understanding for how they can both aid in the ideation of built form during the infancy of the design process.  This research initially addressed the question: ‘how can conventional architectural practices be augmented by procedural computational design techniques, to further explore the impacts of opportunity and ideation on architectural design?’ As a result of refinement, it came around to focus on asking ‘how can the application of procedural generation design techniques augment the ideation of architectural massing for early stage design?’ It identifies how procedural techniques can be used in the process of ideating architecture and aims to investigate how procedural generation offers an alternative methodology to the production of architecture in early design stages. It explores, through computational design, the limitations and constraints that occur in the process of mastering design orientated procedural techniques. It subsequently develops, through computational design, an understanding of how procedural techniques can be applied to the early stage design of architecture. Finally, through architectural design, it examines how procedural design techniques can be partnered with specific architectural conditions such as site, function, and form, in order to augment the architectural ideation process.</p>

2021 ◽  
Author(s):  
◽  
Jacob Rhodes-Robinson

<p>The architectural discipline is constantly experiencing change to the way in which its practitioners operate. The continual evolution of computing hardware and the substantial development of Computer Aided Architectural Design (CAAD) has seen Architecture shift from a discipline of predominantly analogue techniques to one that relies almost entirely on the digital medium. As a result, the role of the practicing architect has seen considerable change. Architecture, once a discipline of pencil and paper, now shares creative techniques and tools with Computer Science, Film, Visual Effects, Interactive Media, Robotics, and Computer programming. Such new partners are providing alternative views of what it is to be a creative practitioner, challenging the discipline of architecture to step beyond the preconceived boundaries and means of operating embodied within conventional practice. Architects now have the opportunity to adopt new methods for the production of the built environment.  This research engages with developing computational techniques designed for film and interactive media and explores how they can be utilised to augment the way in which architecture may be produced. This body of researches adopts the technique procedural generation as a vehicle for this investigation; a technique used for content creation in interactive media and game design. This research also adopts the use of a computational design software called Houdini - an industry standard procedural software used widely within film and game. Through an architectural lens, it explores the re-purposing of this software and procedural design, developing an understanding for how they can both aid in the ideation of built form during the infancy of the design process.  This research initially addressed the question: ‘how can conventional architectural practices be augmented by procedural computational design techniques, to further explore the impacts of opportunity and ideation on architectural design?’ As a result of refinement, it came around to focus on asking ‘how can the application of procedural generation design techniques augment the ideation of architectural massing for early stage design?’ It identifies how procedural techniques can be used in the process of ideating architecture and aims to investigate how procedural generation offers an alternative methodology to the production of architecture in early design stages. It explores, through computational design, the limitations and constraints that occur in the process of mastering design orientated procedural techniques. It subsequently develops, through computational design, an understanding of how procedural techniques can be applied to the early stage design of architecture. Finally, through architectural design, it examines how procedural design techniques can be partnered with specific architectural conditions such as site, function, and form, in order to augment the architectural ideation process.</p>


2019 ◽  
Vol 887 ◽  
pp. 353-360 ◽  
Author(s):  
Sören Eikemeier ◽  
Ardeshir Mahdavi ◽  
Robert Wimmer

To reduce the energy and resource consumption in the building sector this study is focusing on a design optimisation of life cycle oriented buildings. In order to optimise the performance of the buildings and in consequence also to achieve improved results for the mandatory Austrian energy certificate a simulation-based rapid design approach is used for the early stage design phase of the buildings, in particular for the architectural design of the buildings.Methods like the Window to Wall Ratio, at the very beginning of the design process, a parametric simulation with EnergyPlus or a more detailed optimisation approach with GenOpt are integrated in this study applied to example buildings. The results are showing that the method can be used in a circular approach for improving the heating demand of the Austrian energy certificate for this case study by more than 25 % compared to the preliminary design


2021 ◽  
Vol 1 ◽  
pp. 11-20
Author(s):  
Owen Freeman Gebler ◽  
Mark Goudswaard ◽  
Ben Hicks ◽  
David Jones ◽  
Aydin Nassehi ◽  
...  

AbstractPhysical prototyping during early stage design typically represents an iterative process. Commonly, a single prototype will be used throughout the process, with its form being modified as the design evolves. If the form of the prototype is not captured as each iteration occurs understanding how specific design changes impact upon the satisfaction of requirements is challenging, particularly retrospectively.In this paper two different systems for digitising physical artefacts, structured light scanning (SLS) and photogrammetry (PG), are investigated as means for capturing iterations of physical prototypes. First, a series of test artefacts are presented and procedures for operating each system are developed. Next, artefacts are digitised using both SLS and PG and resulting models are compared against a master model of each artefact. Results indicate that both systems are able to reconstruct the majority of each artefact's geometry within 0.1mm of the master, however, overall SLS demonstrated superior performance, both in terms of completion time and model quality. Additionally, the quality of PG models was far more influenced by the effort and expertise of the user compared to SLS.


Procedia CIRP ◽  
2015 ◽  
Vol 28 ◽  
pp. 125-130 ◽  
Author(s):  
M. Colledani ◽  
L. Bolognese ◽  
D. Ceglarek ◽  
F. Franchini ◽  
C. Marine ◽  
...  

1988 ◽  
Vol 25 (04) ◽  
pp. 239-252
Author(s):  
G. Robed Lamb

Even though in 1987 there were only a dozen SWATH (smali-waterplane-area twin-hull) craft and ships afloat around the world, word of their markedly superior seakeeping performance is spreading rapidly. The number of SWATH vessels is likely to double within five years. As in many other areas of technology, the United States and Japan are the acknowledged leaders in the development and practical application of the SWATH concept. This paper reviews the characteristics of existing SWATH craft and ships from the standpoint of the stated seakeeping objective. Hull form differences between four SWATH craft and ships, including the Navy's SSP Kairnalino, are analyzed and interpreted. Important considerations for the early-stage design of a SWATH ship are discussed. Differences in the range of feasible hull form geometries for coastal areas and unrestricted ocean operations, and for low-speed versus moderately high-speed applications, are pointed out.


2021 ◽  
Author(s):  
Jonathan M. Smyth ◽  
Robert J. Miller

Abstract This paper proposes a new duty-based Smith Chart as part of an improved method of selecting the geometric topology of compressors (axial, mixed or radial) in the earliest stage of design. The method has a number of advantages over previous methods: it is based on the non-dimensional flow and the non-dimensional work, which aligns with the aerodynamic function of the compressor and is therefore more intuitive than specific speed and specific diameter. It is based on a large number of consistently designed compressor rotors which have been computationally predicted using RANS CFD. Most importantly, it provides the designer not only with a choice of topology but also with the complete meridional geometry of the compressor, its blade design and the number of blades. This fidelity of geometry at the very early stage of design allows the designer to undertake a true systems design optimization (noise, manufacturing, packaging constraints and cost). This has the major advantage of significantly reducing early stage design times and costs and allows the designer to explore completely new products more quickly.


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