Fractal Aesthetics in Architecture

Journal paper, in Applied Mathematics & Information Sciences. (article)

Wolfgang E. Lorenz, Jan Andres und Georg Franck. This paper deals with fractal aesthetics and proposes a new fractal analysis method for the perceptual study of architecture. The authors believe in the universality of formulas and aim to complement the architectural description in terms of proportion. ...

Autor Jezek

Webdesign für den Autor Dr. Jezek und das Buch Rachemond.

three.js

Example: Sunbeams

an example for three.js

SimAUD 2017

A Building Database for Simulations Requiring Schemata. (book)

Gabriel Wurzer, Jelena Djordjic, Wolfgang E. Lorenz und Vahid Poursaeed.
Obtaining spatial representations of existing buildings for use in simulation is challenging: To begin with, getting permission to access submitted construction plans can take a long time.. ...

Steuerberater Kanzlei

Redesign der Homepage für die Kanzlei Kowarik als Responsive Design.

Steuerberater Kanzlei

Redesign der Homepage für die Kanzlei Jupiter als Responsive Design.

 

Sunbeams

This project uses three.js. Make your choice and press reset.

  • intersections between sunbeams and ground

code

///////////////////////////////////
// ADD BUILDING /////////////
  /* construct building */
  var building = new THREE.Object3D();
  for ( var i = 0; i < xSize; i++ ) {
    for ( var j = 0; j < ySize; j++ ) {
      for ( var k = 0; k < zSize; k++ ) {
        /* cube */
        var mGeometry = new THREE.BoxGeometry( boxSize, boxSize, boxSize );
        var mMaterial = new THREE.MeshBasicMaterial( { color: 0xffff00 } );
        var cube = new THREE.Mesh( mGeometry, mMaterial );
        /* edges */
        var mEdges = new THREE.EdgesGeometry( mGeometry );
        var mLine = new THREE.LineSegments( mEdges, new THREE.LineBasicMaterial( { color: 0x0000ff } ) );
        cube.add ( mLine );
        //cube.userData = "isBuilding";
        /* change position */
        cube.position.x = ( i * boxSize ) - ((( xSize - 1 ) / 2 ) * boxSize );
        cube.position.z = ( j * boxSize ) - ((( ySize - 1 ) / 2 ) * boxSize );
        cube.position.y = ( k * boxSize ) + ( boxSize / 2 );
        building.add ( cube );
      }
    }
  }
  scene.add ( building );

///////////////////////////////////
// CALCULATE INTERSECTION
  /* midpoint of sun */
  var Sx = sphere.position.x
  var Sy = sphere.position.y
  var Sz = sphere.position.z
  /* the normal of the plane */
  var Ex = pNormal.x
  var Ey = pNormal.y
  var Ez = pNormal.z
  for (var i = 0; i < building.children.length; i++) {
    /* midpoint of cubes */
    var Mx = building.children[i].position.x
    var My = building.children[i].position.y
    var Mz = building.children[i].position.z
    /* line: Sx + (Mx -Sx) * t; Sy + (My -Sy) * t; Sz + (Mz -Sz) * t;
       plane: normal and pt (0,0,0) */
    var t = ( - Ex * Sx - Ey * Sy - Ez * Sz ) / (Ex * Mx - Ex * Sx + Ey * My - Ey * Sy + Ez * Mz - Ez * Sz )
    var ptX = Sx + ( Mx - Sx ) * t
    var ptY = Sy + ( My - Sy ) * t
    var ptZ = Sz + ( Mz - Sz ) * t
    /* intersection point as sphere */
    var iGeometry = new THREE.SphereGeometry( boxSize, 16, 16 );
    var iMaterial = new THREE.MeshBasicMaterial( {color: 0x0fff00} );
    var intersPt = new THREE.Mesh( iGeometry, iMaterial );
    /* change position */
    intersPt.position.x = ptX;
    intersPt.position.y = ptY;
    intersPt.position.z = ptZ;
    scene.add( intersPt );

    /* show sunlines */
    var midPointSphere = sphere.position
    var midPointMesh = intersPt.position
    var dirGeometry = new THREE.Geometry();
    dirGeometry.vertices.push( midPointSphere, midPointMesh );
    var dirMaterial = new THREE.LineBasicMaterial({ color: 0x0f00ff });
    var dirLine  = new THREE.Line( dirGeometry, dirMaterial );
    scene.add( dirLine );
    if (program.get('showSunLines') == true) {
      dirLine.visible = true
    } else {
      dirLine.visible = false
    }
  }