Monday, August 16, 2010

The Very Many





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Design team: Marc Fornes (principal), Mathew Staudt
Computational descriptive geometry (rhinoscript): Marc Fornes
Unroll & Nesting: Skylar Tibbits
Digital fabrication: Jared Laucks

the overall: development of protocols of surface relaxation – in order for the surface to generate best fit curvature in response to fix hanging or support points (floor, ceiling, walls) as curvature – despite generating apparent complexity – also provides natural structural stiffness.

- surface description (or sampling): re-understanding the resultant surface as series of points – which densities are relative to the degree of curvature – the more curvature the more points and eventually parts.

- surface reconstruction (or tessellation): previous work focused on describing complex surfaces with flat components – after working for different “high end” architectural and design practices – the only way to keep pushing non standard environments is to introduce the economy of parts as part of the equation – therefore early tests were first looking at ways to triangulate complex surfaces – and therefore strategize on panels cut within flat sheets of material – which very quickly evolved toward what is now the trendy “arrays of quads” components paradigm. “nEdg” is now investigating the reconstruction of a surface with polygonal parts going from three edges to (n) number of edges.

- informed customization: each part is similar though not identical – its change of size and proportion is therefore allows to describe different radius of curvature – but also local re-reading of orientation is driving the length and width of branches – the flatter, the wider in order to provide more surface alike coverage.

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