Random musings from a long time ago...
I made a quick program to play with CGAL's mesh generation functions (shown below). By playing with the parameters you can create different meshes, as shown. It exports the mesh as an IGES.
Download here (Windows console app)
In Translations from Drawing to Building, Robin Evans examines various roles the architectural drawing played in the discipline.s history, noting that because architects always work through an intervening medium, the architectural drawing has an importance above and beyond style and signification, as the key vehicle in the translation from idea to building. Recently, the architectural drawing has become increasingly absorbed in discussions about how much has changed and been lost with the adoption of digital methods, now that drawings are often afterthoughts of a modeling process. However, examined from a geometrical perspective, the same tools used by architects of previous generations drafting by hand are still available there are to architects today: the abstract lines of geometrical projection are now simply modeled rather than imagined. Aesthetic qualities of the plotted drawings aside, architects can breathe a sigh of relief in the fact that nothing fundamental has been lost, techniques have been moved but not altered, so what some might call a transition from analog to digital techniques actually reveals itself to be yet another translation.
Since we understand these processes to be fundamentally intervening, this project proposes an actual transition, or rather departure, from one set of tools to ones that intervene in a fundamentally differently way. It is a transition from drawing to simulation.
This project began when Michael Meredith approached me with a seemingly odd request: to build an architectural modeling tool that simulated soft balls in a hairy, tumorous sock. Further discussions revealed a playful sophistication behind the concept, one that aimed to create forms divorced from the rigorous control of an architect. The tool we developed combined elements from a video game physics simulator with the drawing tools of conventional drafting program. Rather than specifying forms geometrically, they are specified through qualities in a physics simulation. This produced objects that were sometimes organic, sometimes fluid, and always unexpected.
The Urban Mesh is a design to integrate small-scale pedestrian spaces
onto the slab architecture of contemporary Chinese cities. In the traditional Chinese city,
the street served as a dynamic social and commercial space (a mix between public living room and
market). Unfortunately, this has been replaced
by a brutal urbanism throughout the country. The urban mesh acts as a geodesic prosthesis
to bring the elements of the ancient street to these highrises: pocket parks, personal meeting
spaces, outdoor living rooms, and small-scale commercial spaces.
An LED display on the exterior broadcasting the speed and positions of pedestrians introduces a new form of
Urban Landmark: the traditional static landmark is replaced with dynamic and spontaneous nodes: areas of activity centered around people, not architecture.
Designed for Arc 505A, Princeton, Fall 2010.
This one week design warmup sought to create a device to reinterperet the traditional Chinese gardens of Suzhou. This device, similar in size to an iPad, gives an augmented reality experience of the garden, with a variety of educational and entertainment benefits.
Designed for Arc 505A, Princeton, Fall 2010.
Implemented C++ examples for Form+Code using the Cinder library. Images are from Repeat: Recursive Tree.
Download at formandcode.com
The Office Park re-imagines the public work space, library, and park in
dense urban environments. The project proposes to replace a square block of Manhattan with a greenhouse
containing a deciduous forest and public work spaces. New Yorkers can visit the park all year round
to work on freelance projects while still experiencing the outdoors.
Completed for Arc 502, Princeton, Spring 2010.
Dissatisfied with current systems of online communication, which either
replicate offliine conversations (video/voice chat), or limit themselves to text, I developed
the Kaleidoscope chat client and server. Conversations are arranged in a graph, such that
the inherent branching nature of a conversation is immediately recognizable and retrievable.
Completed for COS 333 link, Princeton University, Spring 2010.
Note the chat server is down, so chatting with the software is no longer possible.
Visit the website and read more
The game of 18th century optical communication and empire building. A simulation
game inspired by Claude Chappe's 18th C. French semaphore network.
Visit website and play
Arts Pavilion at Princeton University. Over the 3 year lifespan of the pavilion
it gradually deteriorates, ensuring that each visit offers a new way to experience the art.
Completed for Princeton Arc 501, Fall 2009
The creation of a worldwide, user-driven radio station using
low-power radio transmitters and a custom Asterix PBX.
Displayed at ISEA 2009, Golden Thread Gallery, Belfast, Ireland.
Shade structure for a farmer's market in Princeton, NJ. The unusual profile of the
structures offers a playful contrast to Princeton's neo-gothic architecture. The dynamic interior
structure is merely hinted at from a distance, and but is fully revealed when underneath.
Completed for Arc 501, Princeton University, 2009.
Pavilion for UCLA sculpture garden. Model was fabricated out of slump-formed
PETG panels, bolted together.
Completed for UCLA Arc 112, Spring 2009
The city as an instrument
Photo: The Photo Koto uses 48 light sensors to detect the position of the user's hands. The sensors detect both location and height, giving the user control of tones (location) and volume (height).
Koto: Kotos are traditional Japanese stringed instruments. They have a flat, low form and use litte ornamentation other than the texture and grain of the wood itself.
Red Line: One of Los Angeles's four subway lines. The Red Line stretches from Downtown to North Hollywood, passing through hispanic Westlake, Koreatown, Universal Studios, and Hollywood. Sound moments were recorded from the neighborhood around each station: people idly hitting things, trash rustling in the wind, and other biological and man-made objects.
The piece was on display at the 2009 Design | Media Arts undergraduate exhibition.
House in Santa Monica, CA. Using only off the shelf lumber, the Twist House
offers a playful alternative to the traditional suburban house.
Completed for UCLA Arc 121, Fall 2008.
Design for the Community Charter Middle School in Hollywood, CA.
Elevated structures create new zones of
activity under organic shapes. Buildings become interactive elements
The completed for UCLA Arc 122, Winter 2008.
Form generator using several basic architectural transformations to
lines: changing direction, rotation, translation, and
duplication. 3ft x 20ft, printed ink on Mylar.
Displayed at Self Portraits, UCLA D|MA Senior Exhibition, June 2009.
Plugin for Unity 3D engine for custom hardware interfaces using Arduino. Currently in use in several game classes in UCLA Design | Media Art's curriculum.
The Rube Goldberg Voting Machine was a group art installation at UCLA in Spring 2008.
Each member of the project built an individual link of the machine, connected in a elaborate
Rube Goldberg-like fashion. My piece was a rotary telephone that gave the machine a literal voice
in the city of Los Angeles. As the vote passed through its link, the phone called a random household,
and presented the platform of each candidate. When the listener hung up, the vote was passed on to the
Completed for DMA 152BC, Interactivity II, UCLA 2008.
Class website and documentation
Other videos from the class:
Drawings, renderings, and model of the Glockenpolypen plant. UCLA Arcitecture 2008.
The goal of this game is to roll a steal ball to the end of a maze, which
exists as both a physical board game and a digital map. The user must navigate both the digital
and physical representations to reach the end.
Completed for DMA 162, UCLA Fall 2008
The Tracing Project was an attempt to create a spatial representation
of the connections of the Web. The paths of bots crawling websites are represented by lines (their
movements), and nodes (the actual websites). Completed for, D|MA 152A, UCLA Spring 2008.
Visit project site and download
Assorted drawings from 2007
Screen grabs from 2006-present that don't relate to any project.