Japan Exkursion 2016

Japan Exkursion 22.03.-10.04.2016 (book) A. Faller, W.E. Lorenz (Hrg.). Mit Beiträgen der Teilnehmer der Exkursion nach "japan" (2016).
ISBN: 978-3-9504464-0-1

Das Buch beschreibt in einzelnen Kapiteln die vom Institut Architektur-wissenschaften, Digitale Architektur und Raumplanung, organisierte Exkursion nach Japan aus dem Jahr 2016. ...

bricks are landing

algorithmic design of bricks pavilion. (kleines Entwerfen)

W Lorenz, S. Swoboda, G. Wurzer. In Fortsetzung des kleinen Entwerfens "flying bricks" (WS 2014), bei dem der Einsatz von Sichtziegel im digitalen Fassadenentwurf im Zentrum stand, soll nun die algorithmische Formfindung und/oder Optimierung an Hand eines freistehenden Pavillons untersucht werden. ...

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. ...

 

"Sun Shots"

This project uses three.js. Make your choice and press reset. Or press play button and change settings.

  • a source creates point
  • the point move away from source
  • intersections with ground or buildings are highlighted

code

///////////////////////////////////
// ADD BUILDINGS ////////////

  /* construct buildings */
  var buildings = new THREE.Object3D();
  /* building1 */
  var mGeometry = new THREE.BoxGeometry( bWidth, bHeight, bDepth );
  var mMaterial = new THREE.MeshLambertMaterial( { color: 0xffff00 } );
  var building1 = new THREE.Mesh( mGeometry, mMaterial );
  /* edges */
  var mEdges = new THREE.EdgesGeometry( mGeometry );
  var mLine = new THREE.LineSegments( mEdges, new THREE.LineBasicMaterial( { color: 0x0000ff } ) );
  building1.add ( mLine );
  /* change position */
  building1.position.x = - bWidth * 2 ;
  building1.position.y = bHeight / 2 ;
  building1.position.z = bDepth * 3 ;
  buildings.add ( building1 );

///////////////////////////////////
// SHADOWS //////////////////

  /* 1. tell the renderer that you want shadows */
  renderer.shadowMap.enabled = true;
  renderer.shadowMap.type = THREE.PCFSoftShadowMap;
  renderer.shadowMapSoft = true;
  for (var i = 0; i < buildings.children.length; i++) {
    /* 2. enable objects to cast shadows */
    buildings.children[i].castShadow = true;
    /* 3. enable objects to receive shadows */
    buildings.children[i].receiveShadow = true;
  }
  /* 3. enable objects to receive shadows */
  ground.receiveShadow = true;
  /* 4. enable a light source to cast shadows (directional or spotlight only) */
  light1 = new THREE.PointLight( 0xff0000, 1, 100 );
  light1.position.set( sunSphere.position.x, sunSphere.position.y, sunSphere.position.z );
  light1.castShadow = true;
  scene.add( light1 );

///////////////////////////////////// INTERSECTIONS ///////////

  var numPts = sunPoints.children.length;
  /* move */
  for (var i = 0; i < numPts; i++) {
      sunPoints.children[i].translateX ( sunPoints.children[i].userData.direction.x * step )
      sunPoints.children[i].translateY ( sunPoints.children[i].userData.direction.y * step )
      sunPoints.children[i].translateZ ( sunPoints.children[i].userData.direction.z * step )

      if (( getDistance( sunPoints.children[i], sunSphere ) > maxradius ) || ( sunPoints.children[i].position.y > sunSphere.position.y ) || ( sunPoints.children[i].position.y < (-2 * step) )) {
      sunPoints.children[i].userData.delete = true;
    } else {
      var bounding_sp = new THREE.Box3().setFromObject(sunPoints.children[i]);
      var ground_bounding = new THREE.Box3().setFromObject(ground);
        var intersectGround = ground_bounding.intersectsBox(bounding_sp);
      /* intersection of "sun points" with ground */
        if ( intersectGround == true ){
          sunPoints.children[i].userData.intersects = true;
        } else {
           /* intersection of "sun points" with buildings */
          for (var j = 0; j < buildings.children.length; j++) {
          var building_bounding = new THREE.Box3().setFromObject(buildings.children[j]);
          var intersectBuilding = building_bounding.intersectsBox(bounding_sp);
              if ( intersectBuilding == true ){
                  sunPoints.children[i].userData.intersects = true;
              } else {
            sunPoints.children[i].userData.delete = false;
          }
          }
        }
      }
  }