Thank you for Introduction.
The topic of my presentation is coming
from a running fwf-project on our university
together with the architects.
The basic motivation is to find irregular structures.
so it is not a task of minimizig costs
or material - most important is irregularity
and of course the structures should be strong
or robust in a statical sense.
so our part of the project
is to develope an algorithm to generate irregular
spaceframes, which are input for
further genetic algorithms from the architects
to improve static quality.
More in detail we can define the problem in 2D:
Given any boundary volume
with predefined support areas,
we should find a 'useful structure' inside, which is
supported at these areas.
This is the full definition - from now on we can do what
we want. but this is in fact a problem.
what do we want? how should the result look like? and how should we build a 'usefull structure'?
And so we started a series of different experiments. based on random walks
with magnetic centers or to use electric fields and their streamlines, recursive methods and so on...
And what we can say now, is that there is an endless number of ways you could try, but
it is not easy to find the 'usefull' ones.
One of the first Ideas was use a Voronoi Tesselation of the Volume.
-> Volume
-> Bounding Box
-> Random Points
-> Qhull: unfortunately there is (or it seems to be) no software which generates
a the Voronoi Cells inside a arbitrary Volume. Also Qhull
operates on a Box.
-> Crop: now we have a
tesselation of the volume. this
structure does not take care about the
support areas and so it is no solution
for our problem. but, and this is
the basic idea of my talk, we can
use it as superior structure and
take only a subset of it.
-> Support Points result from the
Intersection of the Voronoi Edges
with the Support Areas.
-> 'Voronoi Paths': Lets consider
the tesselation as a kind of traffic
system, like a roadmap, and travel
from one Support Point to another
on the shortest way.
So we get automatically a network
of crossing lines which are running
partially identical. This property is
important for the result, because
the lines seem to branch sometimes - like a bifurcation - and somtimes two
lines seem to run together. And this looks maybe organic like a riverdelta.
The lines now are to much zig zag lines
but we can smooth them and it
looks much better now.
Applications:
2D: here you can see the last 2D
example with more paths and
the smoothing step by step. I used
a force-directed method, similar
to my Minimal Surface algorithm.
3D -> Applications:
Video/3D:
Thank you for your attention!