Hot Wood

algorithmic design of a "Würschtlstand"
W.E. Lorenz, G. Wurzer, S. Swoboda. Ziel dieses Entwerfens ist es, Studierenden das algorithmische Denken näherzubringen und die Fähigkeit zu geben nach dem Präzisieren der Problemstellung den sinnvollen Einsatz von Algorithmen im Planungsprozess gedanklich zu erfassen. ...

Programming for Architects V2019

Anhand von Planungsaufgaben wird ein Grundwissen über die Programmierung vermittelt. Um die Einsatzmöglichkeiten eines selbstgeschriebenen Scripts in Architekturwerkzeugen aufzuzeigen, erfolgt im Speziellen das Erlernen der Syntax von Python und dessen Implementierung in Rhinoceros(R).
Neue Lehrunterlagen

Workshop "Tetris on a Bridge"

Workshop "Tetris on a bridge: Cellular Automata & Agent Based Design" G. Wurzer, W.E. Lorenz
Sapienza Università di Roma and Vienna University of Technology
Algorithms and programming are getting more and more important in the field of architecture and planning. ...

bricks are landing

algorithmic design of bricks pavilion (book) W.E. Lorenz, G. Wurzer (Hrg.). Mit einem Vorwort von Franz Kolnerberger (Geschäftsführer Vertrieb Wienerberger Österreich GmbH).
ISBN: 978-3-9504464-1-8
Im Zuge des kleinen Entwerfens “bricks are landing” (WS 2017) wurde die algorithmische Formfindung und/oder Optimierung an Hand eines freistehenden Pavillons untersucht. Übergeordnetes Ziel des Entwerfens war es das Verständnis und den Einsatz des algorithmischen Denkens in der Architekturpraxis zu fördern. ...

 

How it works

To learn more about 'Virtual Reality Modeling Language' see 'general informations'.

cube base

#VRML V2.0 utf8
Shape {
  appearance Appearance {
    material Material {}
  }
  geometry Box {}
}

cube with background

#VRML V2.0 utf8
Background {skyColor 0.5 0.5 1.0}
Transform {
  children [
    Shape {
      appearance Appearance {
        material Material {}
      }
      geometry Box {}
    }
  ]
  translation 3.0 0.0 0
}

cube with horizon

#VRML V2.0 utf8

Background {
  skyColor [
    0.0 0.1 0.8,
    0.0 0.5 1.0,
    1.0 1.0 1.0
  ]
  skyAngle [0.785, 1.571]
  groundColor [
    0.0 1.0 0.8,
    0.0 0.6 0.0,
    0.0 0.4 0.3
  ]
  groundAngle [0.785, 1.571]
}

Transform {
  children [
    Shape {
      appearance Appearance {
        material Material {}
      }
      geometry Box {}
    }
  ]
  translation 3.0 0.0 0
}

Inline {
  url "A.wrl"
}

Transform {
  children [
    Inline {
      url "A.wrl"
    }
  ]
  translation -3.0 0.0 0
}

cube with sloping horizon

#VRML V2.0 utf8
Background {
  skyColor [
    0.0 0.1 0.8,
    0.0 0.5 1.0,
    1.0 1.0 1.0
  ]
  skyAngle [0.785, 1.571]
  groundColor [
    0.0 1.0 0.8,
    0.0 0.6 0.0,
    0.0 0.4 0.3
  ]
  groundAngle [0.785, 1.571]
}

Viewpoint {
  description "view1"
  orientation 0 10 10 0.5 #Drehachse 0 0 1 und Drehwinkel um diese Achse
}

Transform {
  children [
    Shape {
      appearance Appearance {
        material Material {}
      }
      geometry Box {}
    }
  ]
  translation 3.0 0.0 0
}

Inline {
  url "A.wrl"
}

Transform {
  children [
    Inline {
      url "A.wrl"
    }
  ]
  translation -3.0 0.0 0
}

walking cube

#VRML V2.0 utf8
Viewpoint {
  description "view1"
  orientation 0 10 10 0.0
}

DEF Wuerfel Transform {
  children [
    Shape {
      appearance Appearance {
        material Material { #
          ambientIntensity 0.4 #
          diffuseColor 1 1 1 #
          emissiveColor 0 0 0 #
          specularColor 0 0 0 #
          shininess 0.01 #
          transparency 0 #
        }
        texture ImageTexture { #
          url "maps/whiteash.jpg" #
          repeatS TRUE #
          repeatT TRUE #
        }
      }
      geometry Box {}
    }
  ]
  translation 0.0 0.0 0
}

DEF Interpolator PositionInterpolator {
  key [ 0.0 0.75 1.0 ]
  keyValue [
    0.0 0.0 0.0,
    0.0 2.0 0.0,
    0.0 0.0 0.0
  ]
}

DEF Uhr TimeSensor {
  enabled FALSE
  cycleInterval 5.0
  loop TRUE
}

DEF Schalter TouchSensor {}
ROUTE Schalter.isActive TO Uhr.set_enabled
ROUTE Uhr.fraction_changed TO Interpolator.set_fraction
ROUTE Interpolator.value_changed TO Wuerfel.set_translation

color changing

#VRML V2.0 utf8
Viewpoint {
  description "view1"
  orientation 0 10 10 0.0
}

DEF Wuerfel Transform {
  children [
    Shape {
      appearance Appearance {
        material DEF MYMAT Material { #
          ambientIntensity 0.4 #
          diffuseColor 1 1 1 #
          emissiveColor 0 0 0 #
          specularColor 0 0 0 #
          shininess 0.01 #
          transparency 0 #
        } 
      }
      geometry Box {}
    }
  ]
  translation 0.0 0.0 0
}

DEF Interpolator ColorInterpolator {
  key [ 0.0 0.5 1.0 ]
  keyValue [
    0.0 0.0 1.0,
    0.0 1.0 0.0,
    1.0 0.0 0.0
  ]
}

DEF Uhr TimeSensor {
  cycleInterval 5.0
  loop TRUE
}

DEF Schalter TouchSensor {}
ROUTE Uhr.fraction_changed TO Interpolator.set_fraction
ROUTE Interpolator.value_changed TO MYMAT.set_diffuseColor