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		<title>Patents, Precedents and Geometry</title>
		<link>http://spacesymmetrystructure.wordpress.com/2011/09/03/patents-precedents-and-geometry/</link>
		<comments>http://spacesymmetrystructure.wordpress.com/2011/09/03/patents-precedents-and-geometry/#comments</comments>
		<pubDate>Sat, 03 Sep 2011 09:29:21 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
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		<description><![CDATA[There have been some fairly heated posts and discussions in the blogs recently on the subject of some patents relating to architectural geometry held by Evolute, Helmut Pottmann and RFR,  about the commercialisation of academic research, and particularly how all this relates to what I do in Kangaroo, and what people can legally use Kangaroo for. Firstly, [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=spacesymmetrystructure.wordpress.com&amp;blog=1391872&amp;post=1175&amp;subd=spacesymmetrystructure&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>There have been some fairly heated posts and discussions in the blogs recently on the subject of some patents relating to architectural geometry held by Evolute, Helmut Pottmann and RFR,  about the commercialisation of academic research, and particularly how all this relates to what I do in Kangaroo, and what people can legally use Kangaroo for.</p>
<p>Firstly, rather than attempting to paraphrase or summarise, I will link to the posts in question so you can read them (and particularly the comments people made in reply) yourself:</p>
<p><a href="http://www.nzarchitecture.com/blog/index.php/2011/08/29/patenting-geometry/">Patenting Geometry</a> on Daniel Davis&#8217; Digital Morphogenesis blog</p>
<p>and Evolute&#8217;s response</p>
<p><a href="http://blog.evolute.at/?p=112">Why is Evolute Patenting Geometry ?</a></p>
<p>I welcome this debate, and think it is of great interest and importance to everyone involved in the future of computational geometry. There is also a discussion starting on the Grasshopper forum (<a href="http://www.grasshopper3d.com/forum/topics/patenting-geometry">http://www.grasshopper3d.com/forum/topics/patenting-geometry</a>) and I&#8217;d be interested to hear the thoughts of you my readers on the matter. There are also some further comments and discussion on the download site here <a href="http://www.food4rhino.com/project/kangaroo#comment-209">http://www.food4rhino.com/project/kangaroo#comment-209</a></p>
<p>To clarify some aspects of my own position :</p>
<p>Several of the geometry optimization features I have developed in Kangaroo have been  informed and inspired by the works of the <a href="http://www4.math.tu-berlin.de/geometrie/ps/index.shtml">Polyhedral Surfaces Unit</a> at TU Berlin lead by Alexander Bobenko, and the<a href="http://www.geometrie.tuwien.ac.at/geom/fg4/"> Geometric Modeling and Industrial Geometry Group</a> at TU Wien lead by Helmut Pottmann. I first encountered some of these works as a student, via a <a href="http://spacesymmetrystructure.wordpress.com/rheotomic-surfaces/">long running interest</a> in minimal surfaces, circle packing, and conformal mapping, which lead me to papers and presentations such as these:</p>
<p><a title="Minimal surfaces from circle patterns: Geometry from combinatorics - Bobenko Hoffmann and Springborn 2006" href="http://page.math.tu-berlin.de/~bobenko/papers/2006_Bob_Hof_Spr.pdf">Minimal surfaces from circle patterns:</a> <a title="Minimal surfaces from circle patterns: Geometry from combinatorics - Bobenko Hoffmann and Springborn 2006" href="http://page.math.tu-berlin.de/~bobenko/papers/2006_Bob_Hof_Spr.pdf">Geometry from combinatorics &#8211; Bobenko Hoffmann and Springborn 2006</a>    (and a<a href="http://page.math.tu-berlin.de/~bobenko/MinimalCircle/minsurftalk.pdf"> presentation</a> on the same title)</p>
<p><a href="http://arxiv.org/abs/math.DG/0504358">Discrete differential geometry. Consistency as integrability &#8211; Bobenko and Suris 2005</a></p>
<p><a href="http://page.math.tu-berlin.de/~bobenko/Rio.pdf">Discrete Minimal Surfaces from Quadrilaterals &#8211; Bobenko 2007</a></p>
<p><a href="http://www.geometrie.tugraz.at/wallner/focal.pdf">The focal geometry of circular and conical meshes &#8211; Pottmann and Wallner 2006</a></p>
<p><a href="http://www.dmg.tuwien.ac.at/pottmann/2007/plwbw_freeform_07/paper_docs/freeform.pdf">Geometry of Multi-layer Freeform Structures for Architecture &#8211; Pottmann, Liu, Wallner, Bobenko and Wang 2007</a></p>
<p><a href="http://www.geometrie.tugraz.at/wallner/arch-imn.pdf">Geometry of Architectural Freeform Structures &#8211; Pottmann, Schiftner and Wallner 2008</a></p>
<p>Despite usually not fully understanding most of the technical details of these often beautiful papers I somehow found the results very appealing, and they alerted me to the great potential for the use in design of planar quad meshes, circular and conical meshes and other related geometry.</p>
<p>Another important later influence for me in my <a href="http://spacesymmetrystructure.wordpress.com/2011/05/18/pseudo-physical-materials/">recent work</a> has been the paper <a href="http://www.autodeskresearch.com/projects/complexconstraint">Physics-based Generative Design</a> - Ramtin Attar, Robert Aish, Jos Stam, Duncan Brinsmead, Alex Tessier, Michael Glueck &amp; Azam Khan 2010, where among other things they describe embedding properties useful for fabrication (such as planar mesh faces and constant offsets) in an interactive model, and iteratively enforcing these constraints.</p>
<p>Following the example of how <a href="http://www.grasshopper3d.com/">Grasshopper</a> has made advanced computational methods vastly more accessible to many people, I saw a potential to put some of these geometrical results in the hands of ordinary designers by adding them to my physics engine <a href="http://www.grasshopper3d.com/group/kangaroo">Kangaroo</a>, and make them intuitive to use and cheaper(free!) than the existing commercially available software for this (<a href="http://www.evolute.at/software/evolutetools-for-rhino.html">Evolute Tools</a>). I don&#8217;t claim to replicate all the capabilities of their software, and my work is still under development, but I do think I offer a unique way of interacting with some of these geometric properties, and feel the results so far are very promising.</p>
<p>The method I use is quite simple compared to many other optimization techniques, and in fact I can describe it here:</p>
<p>It works by assigning every vertex  a mass and velocity, and calculating and applying forces for the set of points acted on by each force object (such as the 2 end points for a spring, or the 4 vertices of a quad for a planarization force), adding up all of the forces acting on each particle, applying the corresponding accelerations and repeating, with a damping term to cause the system to settle to an equilibrium. Similar techniques are widely used in computer games and animation, and a good overview can be found in Baraff and Witkin&#8217;s Siggraph 97 course notes <a href="http://www.cs.cmu.edu/~baraff/sigcourse/">Physically based modeling</a>.</p>
<p>The force calculations themselves are also quite simple &#8211; for example, to force 4 points to lie on a circle they must be equidistant from a 5th point and also planar. In Kangaroo this is achieved by:</p>
<p>-An &#8216;equalization&#8217; force acting on the lines from these points to a floating 5th point (simply taking the average length of the 4 lines and then treating each one as a Hooke&#8217;s law spring with this average as its rest length). When these lines are equal length clearly the 4 points lie on a common sphere.</p>
<p>-A planarization force. If the 4 points are not coplanar, they define a tetrahedron. As the volume of this tetrahedron decreases to zero, the quad becomes planar, so a zero rest-length spring-like force is applied pulling the the top and bottom diagonals towards each other. When the distance between these diagonals is zero the quad is planar.</p>
<p>(That takes care of circularizing the mesh, but where all this gets really interesting for me is when this is combined with other forces to shape the form &#8211; Laplacian smoothing, gravity, inflation, etc and point or boundary constraints which can be interactively adjusted by the designer)</p>
<p>This is not to say that the reasons behind why circular meshes have the interesting properties they do is simple, just that the methods of their creation can be. In fact the study of these discretizations of curved surfaces has its roots in some very deep mathematics going back quite some way.</p>
<p>Much of the discussion in the pages linked to at the start centres around the distinction between patenting the use of geometric<em> results</em> vs geometric<em> methods. </em>This can lead to some fascinating abstract philosophical and moral debates, such as whether mathematics and mathematical truths are <em>invented</em> or <em>discovered, </em>and to what extent can or should they, or certain uses of them, be owned. However the debate about the legality of these things also has much more immediately practical and economic implications for those in the business of designing buildings.</p>
<p>I&#8217;m not actually going to go into my own personal thoughts and feelings on these matters much here, and I do not have the expertise to contribute meaningfully to any legal debate, but I will certainly be following developments with interest, and am keen to hear your opinions.</p>
<p>Fortunately for me, whatever debate there may be about  who has what right to use certain geometry in their buildings, nobody is trying to stop me developing Kangaroo. In fact I have had some enjoyable and encouraging discussions with the people at Evolute, and even provided them with some meshes which they used to demonstrate some of their new optimization procedures in a recent paper.</p>
<p>Aside from any other discussion I also want to publicly thank Helmut Pottmann and his co-authors for their many great papers over the years. I would not want anyone to get the impression that I am ungrateful for or ignorant of the contribution they have made to the field and to some of my own recent work.</p>
<p>I have tried to give credit to those that have influenced and inspired me in my postings on this blog and elsewhere, and make no secret of the fact that all of my work builds on that of others from many sources, just as those sources themselves build on others. I believe  everyone who contributes to the increase of knowledge with original work is entitled to public credit (and I believe that there is at least general consensus about this, aside from the issue of legal and commercial entitlement).  As this is an informal blog and not an academic publication these acknowledgements have not always followed a standard format, which is why I felt the need to clarify matters.</p>
<p>Finally, on a related note, I want to end with an example of what I enjoy about all this &#8211; learning from the work shared by others, applying it in hopefully interesting ways, and sharing my work in turn. So &#8211; I am happy to introduce one of the most recent additions to the Kangaroo repertoire of forces &#8211; for optimizing a given pair of triangles towards having <em>tangent incircles</em>. Meshes where all pairs of adjacent triangles have this property are referred to as circle packing meshes &#8211; the wonderful properties of which are described and illustrated in the paper</p>
<p><a href="http://www.geometrie.tuwien.ac.at/hoebinger/mhoebinger_files/circlepackings.pdf">Packing Circles and Spheres on surfaces</a> (thesis of Mathias Hobinger 2009)</p>
<p>and also a shorter paper of the same name - <a href="http://www.evolute.at/technology/scientific-publications/34.html">Shiftner Hobinger, Wallner and Pottmann 2009</a></p>
<p>from which I learned of these meshes and took the simple length criteria to optimize for with this force.</p>
<div class='embed-vimeo' style='text-align:center;'><iframe src='http://player.vimeo.com/video/28519758' width='400' height='300' frameborder='0'></iframe></div>
<p>(more details and documentation for this feature to follow shortly)</p>
<p>Enjoy, join in the discussion, and keep on optimizing!</p>
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		<title>New Kangaroo release</title>
		<link>http://spacesymmetrystructure.wordpress.com/2011/07/04/new-kangaroo-release/</link>
		<comments>http://spacesymmetrystructure.wordpress.com/2011/07/04/new-kangaroo-release/#comments</comments>
		<pubDate>Mon, 04 Jul 2011 15:46:00 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

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		<description><![CDATA[I am pleased to announce version 0.06 of the Kangaroo physics plugin for Grasshopper. Download it free from http://www.food4rhino.com/project/kangaroo This version contains bug fixes and many new features &#8211; wind, planarization, vortex, shear, alignment, anchorsprings, constrain to curves&#8230; see my video page for some examples I am also starting to upload an updated collection of example [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=spacesymmetrystructure.wordpress.com&amp;blog=1391872&amp;post=1166&amp;subd=spacesymmetrystructure&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><a href="http://spacesymmetrystructure.files.wordpress.com/2011/07/ktoolbar.png"><img class="alignnone size-full wp-image-1171" title="ktoolbar" src="http://spacesymmetrystructure.files.wordpress.com/2011/07/ktoolbar.png?w=510&#038;h=69" alt="" width="510" height="69" /></a></p>
<p>I am pleased to announce version <strong>0.06</strong> of the Kangaroo physics plugin for Grasshopper.</p>
<p>Download it free from <a href="http://www.food4rhino.com/project/kangaroo">http://www.food4rhino.com/project/kangaroo</a></p>
<p>This version contains bug fixes and many new features &#8211; wind, planarization, vortex, shear, alignment, anchorsprings, constrain to curves&#8230; see <a href="http://vimeo.com/user798992/videos">my video page</a> for some examples</p>
<p>I am also starting to upload an updated collection of example definitions showing how to use each of these new forces here:</p>
<p><a href="http://www.grasshopper3d.com/group/kangaroo/page/example-files">http://www.grasshopper3d.com/group/kangaroo/page/example-files</a></p>
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		<title>Pseudo-Physical Materials</title>
		<link>http://spacesymmetrystructure.wordpress.com/2011/05/18/pseudo-physical-materials/</link>
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		<pubDate>Wed, 18 May 2011 23:40:06 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
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		<description><![CDATA[  New technologies get really interesting once we move beyond just recreating and incrementally improving what was possible with previous methods, and start exploring the qualitatively new things they enable . The initial impetus for Kangaro­o was to embed in the digital modelling environment the kind of form-finding methods previously explored through real physical models [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=spacesymmetrystructure.wordpress.com&amp;blog=1391872&amp;post=1110&amp;subd=spacesymmetrystructure&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;"> <div class='embed-vimeo' style='text-align:center;'><iframe src='http://player.vimeo.com/video/23921697' width='400' height='300' frameborder='0'></iframe></div></span></span></span></p>
<p><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;">New technologies get really interesting once we move beyond just recreating and incrementally improving what was possible with previous methods, and start exploring the qualitatively new things they enable .</span></span></span></p>
<p><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;">The initial impetus for Kangaro­o was to embed in the digital modelling environment the kind of </span></span></span><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;"><em>form-finding</em></span></span></span><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;"> methods previously explored through real physical models &#8211; hanging chains, stretched fabrics and so on.<br />
While this simulation of real physical material properties is still something I will be developing (and there is still much more work to be done here), the direction I find most exciting at the moment, and what I want to talk about today, is digital material behaviour which does </span></span></span><em><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;"><em>not</em></span></span></span></em><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;"> directly simulate anything from the real world, yet is nonetheless highly relevant to the design of buildable structures.</span></span></span></p>
<p><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;">When we </span></span></span><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;"><em>form-find</em></span></span></span><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;"> and design through physical model making, we interact with the </span></span></span><strong><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;"><em>behaviour</em></span></span></span></strong><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;"> of the material. Depending on its internal structure, the material responds to the forces applied to it in a certain way, generating reaction forces and deforming its shape;<br />
-stretch a spring and it tries to return to its original length,<br />
-push the ends of a flexible rod together, and it buckles into a </span></span></span><a href="http://vimeo.com/20287194"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;">particular curve</span></span></a><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;">,<br />
-attach a soap film to a boundary curve, and it </span></span></span><a href="http://www.grasshopper3d.com/photo/riemanns-1"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;">minimizes</span></span></a><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;"> its surface area,<br />
-crumple a piece of paper, and it bends and folds but with little shear or stretch.<br />
Forms found through interaction with physical materials also impose certain constraints &#8211; not everything is possible. Try and force it into a shape which conflicts with its material properties and it resists, pushing back at you, or push it too far and it rips or crumples.<br />
These limitations are an essential guiding part of the design process (and one which is often missing in digital design systems, where with a few clicks we can effortlessly loft a curve into a surface that would deform its intended fabrication material far beyond physical limits).</span></span></span></p>
<p><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;">Of course the models we use for form-finding are usually not simply a scaled down version of the real structure, but involve a level of abstraction. We use materials which are quite different from those we will eventually build with at full scale, but which have key behaviours which give the forms they find geometric properties which will be relevant to their construction in other materials.<br />
Surfaces modelled with paper or card are approximately </span></span></span><em><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;"><em>developable</em></span></span></span></em><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;"> (zero Gaussian curvature), which means they can be fabricated from sheet metal without expensive forming processes.<br />
The surfaces found by soap films are useful because they are </span></span></span><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;"><em>minimal </em></span></span></span><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;">(zero Mean curvature), as is useful in a tensioned fabric structure.<br />
Funicular or catenary models are yet another step removed from the final structure &#8211; not only are they a different scale and a different material, but we reverse their orientation with respect to gravity to find a form which acts in pure compression, as is suitable for masonry construction.</span></span></span></p>
<div class="wp-caption alignnone" style="width: 520px"><a href="http://www.aho.no/"><img title="AHO nested catenaries" src="http://spacesymmetrystructure.files.wordpress.com/2011/04/5138649759_5ee43a4afd_o.jpg?w=510&#038;h=342" alt="" width="510" height="342" /></a><p class="wp-caption-text">Nested catenaries project by the Auxiliary Architectures Studio at the Oslo school of Architecture and Design (form found using Kangaroo). Photo by Defne Sunguroğlu Hensel</p></div>
<p><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;">In the computer we can go much further in these abstractions, creating virtual materials which have no real world analogue. We do not need to limit our form finding to only those geometric properties which have convenient existing modelling materials that maintain them, but can invent new custom materials to maintain a much wider range of possible geometric properties (ones based on ease of fabrication, or structural or environmental performance, or aesthetics&#8230;).<br />
I am calling these </span></span></span><em><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;"><em>pseudo-physical</em></span></span></span></em><em><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;"> materials – virtual materials </span></span></span></em><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;">with custom rules for how they respond to deformations, which do not correspond to the behaviour of any real material.</span></span></span></p>
<p><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;"><div class='embed-vimeo' style='text-align:center;'><iframe src='http://player.vimeo.com/video/20403834' width='400' height='300' frameborder='0'></iframe></div> </span></span></span></p>
<p><span class="Apple-style-span" style="font-family:Georgia, serif;font-size:x-small;">A physics engine (in this case Kangaroo) allows us to assign <em>material properties </em>to geometric objects, and then calculates how they interact with each other and any applied forces and constraints. These material properties are created through functions in the physics engine code which use some mathematical rules and variables to calculate what force to react with in response to a given deformation. Conventionally we use known mathematical expressions of physical laws here, such as Hooke&#8217;s law for springs.</span></p>
<p><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;">However, as long as they fit within this general framework (of taking some geometry and numerical variables as input, and outputting some force vectors), the rules for calculating the material&#8217;s response can be anything we want – including ones based on purely geometric properties.</span></span></span></p>
<p><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;">For example, we can create a surface made up of triangles and give it the property that these triangles attempt to stay equilateral, though they are free to change in size &#8211; something impossible with any known real world materials (perhaps suitably designed auxetic materials might be able to achieve somewhat similar properties, though that is a subject for another time&#8230;).</span></span></span></p>
<p><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;">In the physics engine we can explicitly design and specify which geometric properties we want to leave free, which we want to constrain, and how we want to link them.</span></span></span></p>
<p><span style="font-family:Georgia, serif;font-size:xx-small;"><div class='embed-vimeo' style='text-align:center;'><iframe src='http://player.vimeo.com/video/23929523' width='400' height='300' frameborder='0'></iframe></div><br />
</span></p>
<p><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;">For form-finding we are usually interested in reaching a stable solution, so it often makes sense to define this material behaviour such that it produces a force which tends towards zero as the object&#8217;s shape gets closer to a certain target property. Many optimization techniques work by minimizing certain <em>objective functions</em>. Treating any and all objective functions as <em>energy functionals</em>, and actually simulating this as the <em>potential energy</em> of a physical system &#8211; which gets converted into <em>kinetic energy</em> and dissipated through entropy until an equilibrium is reached &#8211; makes them much more accessible and intuitive to interact with. Millions of years of evolution have given us brains highly adapted for interacting with physical material systems – so by putting otherwise abstract mathematical properties into this framework, we allow that powerful intuition to be applied to them.</span></span></span></p>
<p><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;">Dealing with everything within the framework of classical dynamics also means that we can easily throw all these different forces and material properties together (combining conventional physical material properties with <em>pseudo-physical</em> ones), and simply add all the force vectors acting on each point in the system, then use the <em>resultant</em> or net force to find the acceleration (via Newton&#8217;s 2<sup>nd</sup> law) of that point.</span></span></span></p>
<p><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;"><div class='embed-vimeo' style='text-align:center;'><iframe src='http://player.vimeo.com/video/21045729' width='400' height='300' frameborder='0'></iframe></div></span></span></span></p>
<p><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;">Many powerful tools for constraint solving and optimization do already exist and are widely used in engineering, but the methods for specifying constraints and targets are often complex, and optimization techniques are often mysterious in how they reach their results, which limits their usefulness in early design.</span></span></span></p>
<p><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;">In cases where the problem can be precisely defined, such as minimizing the weight of a truss subject to stress constraints, this need not be such a problem – as long as it outputs the right result, you don&#8217;t need to see how it got there.</span></span></span></p>
<p><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;">But design in general is a much more fuzzy and flexible problem, and sometimes quite open ended. For this sort of <em>design exploration</em> it is better if the optimization process can be seen and controlled while it is running.</span></span></span></p>
<p><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;"><div class='embed-vimeo' style='text-align:center;'><iframe src='http://player.vimeo.com/video/15527162' width='400' height='300' frameborder='0'></iframe></div></span></span></span></p>
<p><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;"><em>Optimum</em> suggests something static and fixed, and in optimization literature metaphors of hill or mountain climbing are often used, with the peak representing the goal – and hills do not generally move as we climb them. </span></span></span></p>
<p><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;">What I find more interesting though, is <em>interactive</em> optimization where the goal is not completely fixed at the start of the process, but the &#8216;optimum&#8217; is something that can shift according to the changing desires of the designer, which are simultaneously being refined and altered in response to the constant visual feedback provided by the system. Unpredicted and emergent phenomena during this process can even suggest an entirely new goal.</span></span></span></p>
<p><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;">A criticism which has often been levelled at digitally designed architecture over recent decades is that the tools adopted from the software of the animation industry allow wild formal exploration, and the creation of fantastic smoothly curved 3D objects, but without a way of building them at large scale so they stand up, they are somewhat irrelevant or indulgent.<br />
While manufacturing technologies have been catching up, and more of what we create on screen can now be created in the real world, much of it is still expensive to fabricate on a large scale, and only gets applied on a few high profile, high budget buildings, lending further weight to the criticism of architects&#8217; indulgence.</span></span></span></p>
<p><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;"><div class='embed-vimeo' style='text-align:center;'><iframe src='http://player.vimeo.com/video/18269637' width='400' height='300' frameborder='0'></iframe></div></span></span></span></p>
<p><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;">There are various geometric properties which are very important for making forms practical to fabricate that are not easy to maintain with conventional CAD modelling tools, particularly when dealing with complex curved forms.</span></span></span></p>
<p><span style="font-family:Georgia, serif;"><span style="font-size:x-small;"><span style="color:#000000;"> Quad panels taken from NURBS surfaces and subdivision meshes (the common ways of making curved surfaces in current software) will nearly always be slightly doubly curved. Doubly curved panels are typically something like an order of magnitude more expensive to fabricate than planar ones.<br />
Some sophisticated techniques do now exist for </span><span style="color:#000000;"><em>post rationalizing</em></span><span style="color:#000000;"> &#8216;freeform&#8217; geometry so that it can be fabricated, and with specialist help many of the curved forms created by architects can eventually be panelized, but this is a complex process, constrained by what is geometrically possible, and meeting demands such as planarity and number of panels and surface smoothness will often require some modification of the design.</span></span></span></p>
<p><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;"><br />
This separation of geometric constraints from the main design process seems to me a slightly bizarre situation. NURBS and subdivision technologies are powerful and well developed for applications such as vehicle/product design and animation/rendering, but if we need these additional highly complex techniques for converting and post rationalizing the models we produce with them before they become buildable then they are not really working for architects as well as they should.</span></span></span></p>
<p><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;"><br />
I believe the term &#8216;freeform&#8217; is often rather a misnomer. Tools such as NURBS modelling constrain and guide the shapes created with them in all sorts of ways &#8211; it&#8217;s just that those constraints are a mismatch with those needed for many large scale construction techniques.</span></span></span></p>
<p><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;">I propose pseudo-physical digital materials as a possible way of remedying this situation.<br />
No modelling technology is neutral or &#8216;free-form&#8217; &#8211; as soon as the form moves from the designer&#8217;s mind to paper, screen or physical model, the tool being used starts to play a role in shaping the design (and I would argue that even in the designers mind, the tools they are habituated to shape their intuition and the forms they are able to conceive).</span></span></span></p>
<p><span style="color:#000000;"><span style="font-family:Georgia, serif;"><span style="font-size:x-small;">Let us acknowledge and embrace this and look not just for modelling tools which give us the freedom to design <em>anything</em>, but rather tools which will intelligently and responsively constrain the shapes we create with them, so that the virtual model is shaped by what works for structure and fabrication.<br />
Far from stifling design, I believe the constraints pseudo-physical materials impose, and the way they adjust themselves in response to our manipulations could suggest exciting new formal languages.</span></span></span></p>
<p>Special thanks to the following, with whom I have had many enjoyable conversations over recent months that were helpful in the development of these ideas:</p>
<p><em>Helmut Pottman, Mark Pauly, Daniel Hambleton, Niloy Mitra, Yongliang Yang, Harri Lewis, Tomohiro Tachi, Lars Hesselgren, Hugh Whitehead, Giulio Piacentino(thanks also for his plugin WeaverBird, which was used in many of the videos above), Dimitri Demin, Matthias Nieser, Felix Kälberer, Philippe Block, Lorenz Lachauer, Adrià Bassaganyes, Mathias Gmachl, Kristoffer Josefsson, Jonathan Rabagliati, Daniel Davis, Enrique Soriano, Pep Tornabell, Sam Joyce, Al Fisher, Chris Williams<em>, Robert Aish</em>, Jose Luis Garcia del Castillo y Lopez, Anders Holden Deleuran, Gennaro Senatore, Matthias Kohler<em>, Marc Syp</em></em></p>
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		<title>SmartGeometry Cluster: Use the Force</title>
		<link>http://spacesymmetrystructure.wordpress.com/2011/02/03/smartgeometry-cluster-use-the-force/</link>
		<comments>http://spacesymmetrystructure.wordpress.com/2011/02/03/smartgeometry-cluster-use-the-force/#comments</comments>
		<pubDate>Thu, 03 Feb 2011 16:47:57 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

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		<description><![CDATA[I&#8217;m happy to announce that this year&#8217;s SmartGeometry conference in Copenhagen in March will feature a 4 day workshop cluster &#8216;Use the Force&#8217; exploring the use of Kangaroo as a form-finding tool, and linking it to real-time sensor input. I think this is a unique and very exciting opportunity to come together to develop, test [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=spacesymmetrystructure.wordpress.com&amp;blog=1391872&amp;post=1103&amp;subd=spacesymmetrystructure&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m happy to announce that this year&#8217;s <a href="http://www.smartgeometry.org/">SmartGeometry</a> conference in Copenhagen in March will feature a 4 day workshop cluster <a href="http://www.smartgeometry.org/content/sg2011-cluster-use-force">&#8216;Use the Force&#8217;</a> exploring the use of Kangaroo as a form-finding tool, and linking it to real-time sensor input.<br />
I think this is a unique and very exciting opportunity to come together to develop, test and really push the boundaries of what is possible with these design tools.</p>
<p>The cluster will be lead by myself (Daniel Piker), <a href="http://www.cerver.org/">Robert Cervellione</a> and <a href="http://www.liftarchitects.com/">Andrew Payne</a> (developer of the <a href="http://www.fireflyexperiments.com/">Firefly</a> plugin).</p>
<p>The deadline for applications to the workshops has been extended until this Sunday 6th Jan<br />
<a href="http://www.smartgeometry.org/content/sg-2011-workshop-applications-deadline-extended">read more about it and apply here</a>.</p>
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		<title>Kangaroo for Generative Components</title>
		<link>http://spacesymmetrystructure.wordpress.com/2010/08/21/kangaroo-for-generative-components/</link>
		<comments>http://spacesymmetrystructure.wordpress.com/2010/08/21/kangaroo-for-generative-components/#comments</comments>
		<pubDate>Sat, 21 Aug 2010 12:54:37 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
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		<description><![CDATA[I am very pleased to announce that Robert Cervellione has nearly finished porting the Kangaroo Physics engine to work with Generative Components. To read more and see some videos, visit CERVER.org I&#8217;m excited to see how it gets used in this different software environment. Thank you Robert! Development for both the GC and GH versions [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=spacesymmetrystructure.wordpress.com&amp;blog=1391872&amp;post=1070&amp;subd=spacesymmetrystructure&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><a href="http://spacesymmetrystructure.files.wordpress.com/2010/08/kangaroo4gc_test1.png"><img src="http://spacesymmetrystructure.files.wordpress.com/2010/08/kangaroo4gc_test1.png?w=510&#038;h=200" alt="" title="Kangaroo4GC_test1" width="510" height="200" class="alignnone size-full wp-image-1072" /></a><br />
I am very pleased to announce that <a href="http://www.cerver.org/?page_id=2">Robert Cervellione</a> has nearly finished porting the <a href="http://groups.google.co.uk/group/kangaroophysics">Kangaroo Physics</a> engine to work with <a href="http://www.bentley.com/en-US/Promo/Generative+Components/default.htm">Generative Components</a>.<br />
To read more and see some videos, visit <a href="http://www.cerver.org/">CERVER.org</a></p>
<p>I&#8217;m excited to see how it gets used in this different software environment.<br />
Thank you Robert!<br />
Development for both the GC and GH versions will continue in parallel.</p>
<p>Also coming soon &#8211; a new version of Kangaroo for GH, and a first draft of the (long awaited) manual.</p>
<p><div class='embed-vimeo' style='text-align:center;'><iframe src='http://player.vimeo.com/video/14105408' width='490' height='150' frameborder='0'></iframe></div><br />
<div class='embed-vimeo' style='text-align:center;'><iframe src='http://player.vimeo.com/video/13967255' width='500' height='333' frameborder='0'></iframe></div></p>
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		<title>Self-organizing structures</title>
		<link>http://spacesymmetrystructure.wordpress.com/2010/08/09/self-organizing-structures/</link>
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		<pubDate>Mon, 09 Aug 2010 11:35:34 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
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		<description><![CDATA[Much of my recent work has been about form-finding in terms of starting with some geometry and making small changes to lengths and angles to achieve a shape which is in some way optimal (e.g. all members of an inverted catenary vault are in compression, or mean curvature is minimized in a fabric canopy). But [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=spacesymmetrystructure.wordpress.com&amp;blog=1391872&amp;post=1007&amp;subd=spacesymmetrystructure&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Much of my recent work has been about <strong><em>form-finding</em></strong> in terms of starting with some geometry and making small changes to lengths and angles to achieve a shape which is in some way <strong><em>optimal</em></strong> (e.g. all members of an inverted catenary vault are in compression, or mean curvature is minimized in a fabric canopy).</p>
<p>But another way of using these simulation techniques is to form-find not only the <strong><em>geometry</em></strong>, but also the <strong><em>topology</em></strong> of a structure &#8211; the overall arrangement of elements and which connects to which.<br />
<div class='embed-vimeo' style='text-align:center;'><iframe src='http://player.vimeo.com/video/13763068' width='400' height='300' frameborder='0'></iframe></div><br />
Here I think much can be learned by looking to studies of the microscopic world.<br />
When writing <a href="http://groups.google.co.uk/group/kangaroophysics">Kangaroo</a> I drew on some computational techniques which have found popularity in the game and animation industries and tried to bring them to the architectural design world. But many of these techniques were actually first developed in the field of <a href="http://en.wikipedia.org/wiki/Molecular_dynamics">Molecular Dynamics</a>. So it seems a natural step to try exploring some ideas related to molecular modelling in Kangaroo.<br />
<div class='embed-vimeo' style='text-align:center;'><iframe src='http://player.vimeo.com/video/13746498' width='400' height='300' frameborder='0'></iframe></div></p>
<p><a href="http://en.wikipedia.org/wiki/Self-organization">Self-organization</a> is the process by which basic elements can arrange themselves into more complex structures through simple local interactions.<br />
(See also the closely related but more specific term <a href="http://en.wikipedia.org/wiki/Self-assembly">self-assembly</a>)<br />
It occurs at many different scales &#8211; from the formation of molecules to the clustering of galaxies.<br />
<div class='embed-vimeo' style='text-align:center;'><iframe src='http://player.vimeo.com/video/13811263' width='400' height='300' frameborder='0'></iframe></div><br />
All of the videos in this post are purely procedural &#8211; I am not controlling them at all beyond setting the initial positions and some simple distance dependent forces of attraction and repulsion.<br />
These are pretty basic first experiments, and nothing too rich in terms of emergent order is apparent yet, but I am excited about the potential.</p>
<p>Self-organization can be seen as the mechanism by which &#8216;higher&#8217; domains <em>emerge</em> from lower ones &#8211; chemistry from physics, biology from chemistry.<br />
<div class='embed-vimeo' style='text-align:center;'><iframe src='http://player.vimeo.com/video/13854330' width='400' height='300' frameborder='0'></iframe></div><br />
Learning about how materials work at a molecular level might inform how we build with them, but I think the processes could also be abstracted and have relevance at quite different scales.<br />
<div class='embed-vimeo' style='text-align:center;'><iframe src='http://player.vimeo.com/video/13748134' width='400' height='300' frameborder='0'></iframe></div><br />
For example &#8211; electrostatic repulsion can be used to find an even distribution of cladding tiles on a doubly curved surface&#8230;<br />
<div class='embed-vimeo' style='text-align:center;'><iframe src='http://player.vimeo.com/video/13850936' width='400' height='300' frameborder='0'></iframe></div><br />
Or water surface tension pulling threads together could maybe inform road layouts&#8230;<br />
<div class='embed-vimeo' style='text-align:center;'><iframe src='http://player.vimeo.com/video/13941403' width='400' height='300' frameborder='0'></iframe></div><br />
(This last experiment is one that seems to have become quite popular recently &#8211; see also the work of Marek Kolodziejczyk, <a href="http://deepblue.lib.umich.edu/bitstream/2027.42/58599/1/pvb_IASS07.pdf">Peter von Buelow</a>, <a href="http://blog.volatileprototypes.com/search/label/eerkit">Yiannis Chatzikonstantinou</a>, <a href="http://www.visualcomplexity.com/vc/project.cfm?id=679">Danny Holten and Jarke van Wijk</a>, <a href="http://www.flickr.com/photos/21825226@N05/sets/72157624521497453/with/4857687042/">Corneel Cannaerts</a>, <a href="http://modelab.nu/?p=63">StudioMode</a>, and <a href="http://www.grasshopper3d.com/video/woolypaths-1">David Reeves</a>)</p>
<p>&#8230;What other ways could self-organization be used in design ?<br />
I think there is still much unexplored territory here!</p>
<p>The idea of taking <strong><em>forms</em></strong> from organic and inorganic nature and adapting them for our own designs is certainly not new, but I think what is is the facility and speed with which it is now becoming possible to digitally experiment with the <em><strong>processes</strong></em> of formation in nature.<br />
<div class='embed-vimeo' style='text-align:center;'><iframe src='http://player.vimeo.com/video/13853602' width='400' height='300' frameborder='0'></iframe></div><br />
Changing the way we design to something more <strong><em>process based</em></strong> can require quite a shift of thinking.</p>
<p>Optimization is a powerful tool with lots of exciting potential for finding the &#8216;best&#8217; solution, but it requires that the designer think carefully about how to define what &#8216;best&#8217; is in a way that can be communicated to the computer.</p>
<p>It will take a bit of getting used to to not directly design the final destination, but to define an invisible energy landscape and then let the computer climb the hills, sometimes ending up on a peak we had never guessed was there.<br />
<div class='embed-vimeo' style='text-align:center;'><iframe src='http://player.vimeo.com/video/13719151' width='400' height='300' frameborder='0'></iframe></div><br />
Thanks to <a href="http://loop.ph/bin/view/Loop/WebHome">loop.pH</a> &#8211; working with them and discussing their <a href="http://loop.ph/bin/view/Loop/MetabolicMedia">fullerene type structures</a> inspired some of these lines of exploration.<br />
Also thanks to Robert Hodgin for inspiring me with <a href="http://vimeo.com/13172748">this video</a>,Martin Tamke and Jacob Riiber for this <a href="http://vimeo.com/11461638">&#8216;Lamella flock&#8217; video</a>,and Daniel Davis for his <a href="http://www.nzarchitecture.com/blog/index.php/2010/07/15/swarming-dynamic-relaxation-on-a-surface/">swarming &amp; dynamic relaxation on a surface</a> post.</p>
<p>For further reading I recommend the writings of <a href="http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&amp;tid=6058">Peter Pearce</a> and <a href="http://books.google.co.uk/books?id=1LZlSZ7ORrQC">Stephen Hyde</a>.<br />
Also &#8211; this very nice <a href="http://psoup.math.wisc.edu/archive/sosfaq.html">Self-Organization FAQ</a> from Chris Lucas.</p>
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		<title>Update time</title>
		<link>http://spacesymmetrystructure.wordpress.com/2010/06/10/update-time/</link>
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		<pubDate>Thu, 10 Jun 2010 14:23:27 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
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		<description><![CDATA[It has been some time since I last posted, so a number of things to update on  : The Kangaroo beta has been launched. It now has its own site ( kangaroophysics.com ) where you can download it for free and ask questions or join in the discussion. In April I went out to Arizona [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=spacesymmetrystructure.wordpress.com&amp;blog=1391872&amp;post=972&amp;subd=spacesymmetrystructure&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>It has been some time since I last posted, so a number of things to update on  :</p>
<p>The <a href="http://spacesymmetrystructure.wordpress.com/2010/01/21/kangaroo/">Kangaroo</a> beta has been launched. It now has its own site ( <a href="http://www.kangaroophysics.com/">kangaroophysics.com</a> ) where you can download it for free and ask questions or join in the discussion.</p>
<p>In April I went out to Arizona to attend <a href="http://cofes.com/">COFES</a> (the Conference on the Future of Engineering Software) where I had been invited to present Kangaroo as part of the <a href="http://cofes.com/MaieuticParataxis/tabid/485/Default.aspx">Maieutic Parataxis</a> session.</p>
<p>A project I was involved in with <a href="http://www.b-k-k.com.au/">BKK architects</a> has been selected as part of the <a href="http://www.bustler.net/index.php/article/winners_announced_of_designs_for_australias_cities_2050_competition/">Australian exhibition</a> at this year&#8217;s Venice Biennale, where the animated visions of future cities will be projected in stereoscopic 3D.</p>
<p>I gave a <a href="http://www.simplyrhino.co.uk/about/AA.html">presentation</a> on Kangaroo at the Architectural Association alongside Jon Mirtschin (<a href="http://geometrygym.blogspot.com/">Geometry Gym</a>), and David Rutten (creator of Grasshopper) who showed the very exciting <a href="http://www.eng-gram.com/blog/optimisation/galapagos-evolutionary-solver-rhino/">Galapagos evolutionary solver</a>.<br />
<div class='embed-vimeo' style='text-align:center;'><iframe src='http://player.vimeo.com/video/11993047' width='400' height='300' frameborder='0'></iframe></div><br />
(Video shows the famously chaotic 3-body problem simulated in Kangaroo &#8211; and <a href="http://vimeo.com/11927697">here</a> is an example of Galapagos combined with Kangaroo which evolves the starting position of one of the bodies so that it ends up as close as possible to a target point.)</p>
<p>I was also a guest critic at the <a href="http://www.aaschool.ac.uk/aadrl/">AA DRL</a> jury.</p>
<p>I recently joined Chelsea College of Art and Design as an associate lecturer on the Spatial Design course.</p>
<p>I will be presenting at the upcoming <a href="http://www.eu.rhino3d.com/e-news/architecture_paris0610.htm">Architecture et formes complexes</a> conference in Paris and also teaching an <a href="http://www.cadlantique.com/formations/formation-grasshopper">advanced grasshopper workshop</a> there.</p>
<p>Along with Gregory Epps of <a href="http://www.robofold.com/index.html">Robofold</a> I will be teaching a folding physics workshop in London (details to be announced shortly on the <a href="http://www.curvedfolding.com/group/foldingphysics">curved folding </a> site).<br />
<div class='embed-vimeo' style='text-align:center;'><iframe src='http://player.vimeo.com/video/12087148' width='400' height='300' frameborder='0'></iframe></div></p>
<p>In July I will be teaching at the <a href="http://sanfrancisco.aaschool.ac.uk/">Biodynamic Structures workshop</a> in San Francisco.</p>
<p>-</p>
<p>Some people have been posting some nice examples of work generated with the various tools I have shared :</p>
<p>Some <a href="http://www.flickr.com/photos/25714527@N06/sets/72157623790751867/">beautiful dendritic structures</a> relaxed in Kangaroo from <a href="http://codagym.wordpress.com/">Enrique Soriano</a></p>
<p>Some curious <a href="http://www.grasshopper3d.com/photo/2985220:Photo:58592">smooth branched forms</a> by <a href="http://micro-architecture.ning.com">Wieland Schmidt</a> combining my <a href="http://www.grasshopper3d.com/profiles/blogs/diffusion-limited-aggregation">Diffusion Limited Aggregation</a> script with <a href="http://geometrygym.blogspot.com/2009/02/ssi-structdrawrhino.html">StructDrawRhino</a>.</p>
<p><a href="http://www.grasshopper3d.com/profiles/blogs/kangaroo-got-sick">Tracing particles</a> in Kangaroo and <a href="http://www.grasshopper3d.com/photo/2985220:Photo:70596">an interesting surface</a> (using my DLA script) from <a href="http://www.grasshopper3d.com/profile/TomaszGancarczyk">Tomasz Gancarczyk</a></p>
<p>A <a href="http://www.grasshopper3d.com/photo/cable-net-structure">cable net</a> from <a href="http://www.tsg.ne.jp/TT/index.html">Tomohiro Tachi</a></p>
<p><a href="http://www.iaacblog.com/2010/05/1787/">Environmental performance modelling</a> of a roof relaxed in Kangaroo from <a href="http://www.ynotwhy.com/">Joao Albuquerque</a></p>
<p>Some <a href="http://www.flickr.com/photos/gorgona/sets/72157614412639730/">paintings</a> inspired by my <a href="http://spacesymmetrystructure.wordpress.com/2008/12/11/4-dimensional-rotations/">4D rotation</a> animations.</p>
<p>If you have created something using or inspired by anything I have shared on this site and would like to be featured here please let me know.</p>
<p>-</p>
<p>(By the way, if you are interested in trying any of the definitions (or Kangaroo) I have posted and are not already a Rhino/Grasshopper user, you can download the <a href="http://download.rhino3d.com/rhino/4.0/evaluation">free Rhino trial version here</a> and <a href="http://www.grasshopper3d.com/forum/topics/grasshopper-070014-available">free latest Grasshopper here</a>)</p>
<p><em><strong>Anyway</strong></em>, that&#8217;s enough with the updates for now, time to get back to this site&#8217;s intended purpose of exploring the themes of Space, Symmetry, and Structure.<br />
I will be posting again soon with some thoughts on quaternions, spatial rotation, orientation entanglement and triply orthogonal systems of surfaces.<br />
<div class='embed-vimeo' style='text-align:center;'><iframe src='http://player.vimeo.com/video/11603638' width='400' height='300' frameborder='0'></iframe></div><br />
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		<title>Project Kangaroo &#8211; Live 3D Physics for Rhino/Grasshopper &#8211; update</title>
		<link>http://spacesymmetrystructure.wordpress.com/2010/01/21/kangaroo/</link>
		<comments>http://spacesymmetrystructure.wordpress.com/2010/01/21/kangaroo/#comments</comments>
		<pubDate>Thu, 21 Jan 2010 11:29:42 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Grasshopper]]></category>
		<category><![CDATA[Plugins]]></category>
		<category><![CDATA[Structure]]></category>
		<category><![CDATA[GH3D]]></category>
		<category><![CDATA[Kangaroo]]></category>
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		<description><![CDATA[Here are some more videos of early tests of Kangaroo – the live physics engine for design modelling that I have recently started developing &#8211; and a bit more about its context and what it could be used for. One of the things it allows is the virtual use of some of the physical form-finding [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=spacesymmetrystructure.wordpress.com&amp;blog=1391872&amp;post=926&amp;subd=spacesymmetrystructure&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Here are some more videos of early tests of Kangaroo – the live physics engine for design modelling that I have recently started developing &#8211; and a bit more about its context and what it could be used for.</p>
<p>One of the things it allows is the virtual use of some of the physical form-finding techniques for design that were pioneered by architects/engineers such as <a href="http://www.freiotto.com/">Frei Otto</a> and <a href="http://en.wikipedia.org/wiki/Antoni_Gaud%C3%AD">Antoni Gaudí</a>.</p>
<p>They made use of a principle discovered by <a href="http://en.wikipedia.org/wiki/Robert_Hooke">Robert Hooke</a> : When a flexible chain hangs freely its elements are in pure tension, and when this form is flipped vertically it produces a form of pure compression, which is ideal for constructing masonry arches, an idea which can be extended to chain nets and stone vaults :</p>
<div class='embed-vimeo' style='text-align:center;'><iframe src='http://player.vimeo.com/video/8842130' width='400' height='300' frameborder='0'></iframe></div>
<p>Another area in which physics based form-finding has been important in architecture is in the design of lightweight and tensile structures such as cable-nets and fabric canopies. Soap films have sometimes been used to model these surfaces because they approximate minimal surfaces, but measurement and control of such models is very difficult.</p>
<p>The large deformations involved pose a challenge when analysing these structures computationally, as many of the conventional techniques are effective only in the case of small deflections. Special techniques must be used to deal with the non-linearity of the problem.</p>
<p>Kangaroo allows the relaxation of nets of arbitrary topology:<br />
<div class='embed-vimeo' style='text-align:center;'><iframe src='http://player.vimeo.com/video/8842831' width='400' height='300' frameborder='0'></iframe></div></p>
<p>Catenary/Funicular structures and Surface Relaxation are now relatively established methods of form-finding in design, but I think there is potentially a huge variety of other ways in which physical laws could be used (and misused) to create forms which are somehow optimal, interesting, useful, perhaps even beautiful.</p>
<p>Like the reversal of gravity to find ideal forms for masonry arches, I think an environment which allows the designer to play, to flip and twist the Laws of Nature, to cross the wires and combine forces in a way that might be impossible in the real world &#8211; all within an easy but powerful visual programming environment and with rapid feedback &#8211; could make a fertile ground for the growth of powerful and exciting new techniques.</p>
<p>Kangaroo is designed to be extensible to include several other types of forces, such as electrostatics &#8211; as I worked with before in <a href="http://spacesymmetrystructure.wordpress.com/2009/10/22/jellyfish-for-rhino/">Jellyfish</a>. These different forces could then be applied simultaneously in various combinations. Other things I might also add at some point include collisions and friction.</p>
<p>This becomes something like a <em>sandbox game </em>- Virtual worlds which behave according to the laws of physics we intuitively recognise. (Here are some nice 2D examples : <a href="http://www.crayonphysics.com/">Crayon Physics</a>, <a href="http://sodaplay.com/">Sodaplay</a>, <a href="http://www.phunland.com/wiki/Home">Phun</a>, <a href="http://www.cinderella.de/tiki-index.php">Cinderella</a> )</p>
<p>I believe that fun need not mean frivolous. <em><strong>Toys can be tools</strong></em> &#8211; both playful and powerful.</p>
<p>I suspect a part of the wide success of <a href="http://www.grasshopper3d.com/">Grasshopper</a> is due to its toy-like nature. The playfulness of the interface makes it enjoyable to use, which aids learning and encourages experimentation and the development of new ideas. Though it may mislead some into underestimating it, this playfulness actually reinforces its usefulness. A lot of the same qualities that make good toys also make good design tools &#8211; such as great flexibility and intuitive interaction.</p>
<p>Hopefully Kangaroo can be something fun that enables serious play to feed into creative and responsible design.</p>
<p>Colour coded tension/compression, and arrows showing reaction forces at constrained nodes :<br />
<div class='embed-vimeo' style='text-align:center;'><iframe src='http://player.vimeo.com/video/8850556' width='400' height='300' frameborder='0'></iframe></div></p>
<p>Structural analysis has traditionally always been carried out by engineers in a separate program from that used by architects to design.</p>
<p>When the architects get the results of the analysis back from the engineers it can inform the next round of design, but with all the steps of converting file formats, assigning material properties etc. this process can take considerable time.</p>
<p>If instead the designers can see the structural implications of the changes they make on screen in 3D as they make them, it opens up a whole new way of working. While not a replacement for a full structural analysis, this type of feedback could over time build up the designer&#8217;s intuition for effective forms, and also allow the use of output data such as stress distribution to closely and directly control details of the building in ways far beyond simple member sizing.</p>
<p>Elements with different properties, such as struts, cables and membranes can be combined and interact dynamically with one other:<br />
<div class='embed-vimeo' style='text-align:center;'><iframe src='http://player.vimeo.com/video/8865054' width='400' height='300' frameborder='0'></iframe></div></p>
<p>Unlike previous work done by others with interactive spring systems using Java/Processing, Kangaroo works within Rhino &#8211; a leading architectural design package, and links directly with its familiar 3D manipulation and modelling tools, with no need for any conversion step.</p>
<p>Working within Grasshopper also makes controlling and customising Kangaroo much more fluid &#8211; Users can quickly and easily create their own simple or complex parametric links between a wide range of geometric or other data and the inputs of the simulation, and also use the outputs to build further parametric geometry, and have it all update together as changes are made.</p>
<p>Some very impressive physics solvers for 3D modelling and animation packages already exist, such as Reactor for Max, and Nucleus for Maya, and the intention with Kangaroo would certainly not be to try and compete directly with these, but rather to make something more specifically geared towards the design of buildable structures.</p>
<p>This is not a port or a copy of any existing physics engine – I am writing this from scratch.<br />
Kangaroo is not released yet. I will announce it here first as soon as it is.</p>
<p>In the meantime I would value your input -</p>
<ul>
<li>What role might you imagine Kangaroo playing in your own workflow ?</li>
<li>What features would you particularly like to see included ?</li>
</ul>
<p>Please do comment with your answers and any other ideas.</p>
<p>Special thanks to <a href="http://www.giuliopiacentino.com/">Giulio Piacentino</a>, <a href="http://icd.uni-stuttgart.de/?p=796">Moritz Fleischmann</a> and <a href="http://en.wiki.mcneel.com/default.aspx/McNeel/DavidRutten.html">David Rutten</a> for their help and inspiration in the early development of this.<br />
Some other people whose work has inspired and informed this project are :<br />
Simon Greenwold, Jeffrey Traer, Jos Stam, Robert Aish, Ron Fedkiw, John Ochsendorf,  Philippe Block, Axel Kilian, Paul Bourke, Chris Williams, Daniel Shiffman, Damien Alomar, John Harding.</p>
<p>Finally, here is the first video of Kangaroo I posted, in case you missed it:<br />
<div class='embed-vimeo' style='text-align:center;'><iframe src='http://player.vimeo.com/video/8706003' width='400' height='300' frameborder='0'></iframe></div></p>
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		<title>JellyFish for Rhino</title>
		<link>http://spacesymmetrystructure.wordpress.com/2009/10/22/jellyfish-for-rhino/</link>
		<comments>http://spacesymmetrystructure.wordpress.com/2009/10/22/jellyfish-for-rhino/#comments</comments>
		<pubDate>Thu, 22 Oct 2009 15:16:03 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Grasshopper]]></category>
		<category><![CDATA[Rhino]]></category>

		<guid isPermaLink="false">http://spacesymmetrystructure.wordpress.com/?p=878</guid>
		<description><![CDATA[video: JellyFish is a new tool that works with Grasshopper and Rhino to enable various ways of modeling with attractive and repulsive forces. It is a generalisation of my popular Magnetic Displacement definition to 3-dimensions, along with some other improvements. Any number of Sources and Sinks of variable strengths can be placed freely in space, [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=spacesymmetrystructure.wordpress.com&amp;blog=1391872&amp;post=878&amp;subd=spacesymmetrystructure&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><span style="color:#c0c0c0;">video:</span><div class='embed-vimeo' style='text-align:center;'><iframe src='http://player.vimeo.com/video/7193456' width='400' height='300' frameborder='0'></iframe></div></p>
<p style="text-align:left;">JellyFish is a new tool that works with Grasshopper and Rhino to enable various ways of modeling with attractive and repulsive forces. It is a generalisation of my popular <a href="http://spacesymmetrystructure.wordpress.com/2009/02/24/grasshopper-magnetic-displacement/">Magnetic Displacement</a> definition to 3-dimensions, along with some other improvements.</p>
<p style="text-align:left;">Any number of Sources and Sinks of variable strengths can be placed freely in space, and their combined effect can be used to move/orient/create any Rhino geometry based on points (including curves, NURBS surfaces and meshes).</p>
<p style="text-align:left;">The force model used is basically Coulomb&#8217;s Law for electrostatics, and a simple vector field integrator is included, so rather than just moving points along the tangent to the field at their start point you can actually move them iteratively through the curving field. This can help avoid particles crossing over each other:</p>
<p style="text-align:left;"><img class="alignnone size-full wp-image-919" title="grd" src="http://spacesymmetrystructure.files.wordpress.com/2009/10/grd.gif?w=510" alt="grd"   /> <img class="alignnone size-full wp-image-920" title="grdx" src="http://spacesymmetrystructure.files.wordpress.com/2009/10/grdx.gif?w=510" alt="grdx"   /></p>
<p style="text-align:left;"><em>Deformation of a  grid shown with and without iteration</em></p>
<p style="text-align:left;">It also provides an alternative way of creating some of the kinds of surface usually modeled with Metaballs.</p>
<p style="text-align:left;">Because they are based on implicit surfaces, Metaballs produce an unstructured mesh. JellyFish on the other hand can produce a surface which keeps its explicit u v parameterization. This is potentially useful for fabrication or adding further layers of structure in Grasshopper or <a href="http://en.wiki.mcneel.com/default.aspx/McNeel/PanelingTools.html">Paneling Tools</a>.</p>
<p style="text-align:left;"><img class="alignnone size-full wp-image-902" title="metaball jellyfish comparison" src="http://spacesymmetrystructure.files.wordpress.com/2009/10/compare.jpg?w=510&#038;h=238" alt="metaball jellyfish comparison" width="510" height="238" /></p>
<p style="text-align:left;"><span style="color:#999999;">Disclaimer: I am in no way endorsing the uncritical use of </span><em><span style="color:#999999;">blobs</span></em><span style="color:#999999;"> in design!</span></p>
<p style="text-align:left;">JellyFish came about partly as a by-product of some more serious work with physical forces for structural modeling, but I thought others might find it fun to play with ( and maybe even useful )</p>
<p style="text-align:left;">You can download JellyFish here :</p>
<p style="text-align:left;"><a href="http://dl.getdropbox.com/u/2464688/JellyFish.ghx">JellyFish.ghx</a> (Shared under a <a href="http://creativecommons.org/licenses/by-nc-sa/3.0/">CC Attribution Non-Commercial Share Alike license</a>.)</p>
<p style="text-align:left;">Update &#8211; I&#8217;ve just added the option to draw the streamlines traced out by the particles as they move:  <a href="http://dl.dropbox.com/u/2464688/JellyFish_Streamlines.ghx">JellyFish_Streamlines.ghx</a>. See the video <a href="http://vimeo.com/7580148">here</a> for an example. For now it is a separate definition so I recommend to download both, though the intention is to merge them into a single tool (possibly a plug-in) at one point</p>
<p style="text-align:left;">
<p style="text-align:left;"><span style="color:#000080;">I am currently available for long or short term work and writing custom scripts or GH definitions, as well as individual or group GH training. In the London area now, but would consider travelling or relocating for the right opportunity. Please do not hesitate to get in touch if you have any questions.</span></p>
<p style="text-align:left;">Also, I am thinking of running a Grasshopper Workshop in London soon. If you think you would be interested in attending, drop me an email with your details to pre-register.</p>
<p style="text-align:left;"><img class="alignnone size-full wp-image-898" title="my address" src="http://spacesymmetrystructure.files.wordpress.com/2009/10/email.png?w=510" alt="my address"   /></p>
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			<media:title type="html">grd</media:title>
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			<media:title type="html">metaball jellyfish comparison</media:title>
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		<title>Twisting branches</title>
		<link>http://spacesymmetrystructure.wordpress.com/2009/10/19/twisting-branches/</link>
		<comments>http://spacesymmetrystructure.wordpress.com/2009/10/19/twisting-branches/#comments</comments>
		<pubDate>Mon, 19 Oct 2009 17:46:52 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://spacesymmetrystructure.wordpress.com/?p=859</guid>
		<description><![CDATA[Fractal trees do seem very 80s, but I recently saw this nice interactive experiment (which was inspired by this), and couldn&#8217;t resist trying it out in a quick Grasshopper sketch. It was easily generalised to 3D by using reference frames. Just varying the positions of the endpoints of the first pair of branches produces a [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=spacesymmetrystructure.wordpress.com&amp;blog=1391872&amp;post=859&amp;subd=spacesymmetrystructure&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<div id="attachment_858" class="wp-caption alignnone" style="width: 520px"><a href="http://imgur.com/DrH42.gif"><img class="size-full wp-image-858" title="fractal tree" src="http://spacesymmetrystructure.files.wordpress.com/2009/10/ytree.gif?w=510&#038;h=355" alt="Fractal Tree" width="510" height="355" /></a><p class="wp-caption-text">click for some more variations</p></div>
<p><a href="http://imgur.com/DrH42.gif"></a><br />
Fractal trees do seem very 80s, but I recently saw <a href="http://crowdscape.com/tree/tree.xml">this</a> nice interactive experiment (which was inspired by <a href="http://blog.wolfram.com/?year=2007&amp;monthnum=05&amp;name=why-spend-more-than-five-minutes-on-a-gui">this</a>), and couldn&#8217;t resist trying it out in a quick Grasshopper sketch.</p>
<p>It was easily generalised to 3D by using reference frames.<br />
Just varying the positions of the endpoints of the first pair of branches produces a great range of forms.<br />
When branches are of equal length to the trunk, with a separation angle of 2PI/3 and a twist of ArcCos(1/3) (the dihedral angle of a tetrahedron), the resulting tree is the <a href="http://vimeo.com/2553639">skeleton of the Gyroid</a> &#8211; the Wells(10,3)-a Net.</p>
<p>I think this would be a really fun thing  to link to some <a href="http://vimeo.com/2969541">AR</a> style 3d-tracking, so you could move a couple of fiducial markers around in space and have the model update in realtime.</p>
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