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. ...

Journal Paper: A Cell-Based Method to Support Hospital Refurbishment

in  Applied Mechanics and Materials (Volume 887)

G. Wurzer, U. Coraglia, U. Pont, C. Weber, W Lorenz, A. Mahdavi

Hospital refurbishments often take place in parallel to regular operation, resulting in a scheduling problem: Construction activities must located such as they do not clash with daily work activities and vice versa. ...

Handbuch für Gildefunktionäre: Leitfaden der Pfadfinder-Gilde Österreichs

Überarbeitet von Wolfgang E. Lorenz, Ferry Partsch, Werner Weilguny. Das Handbuch dient als Nachschlagewerk und bietet eine umfangreiche Information zu allen relevanten Aspekten einer einzelnen Pfadfinder-Gilde. ...

Options for obtaining a 'Gründerzeit' flat – A wet dream explored by means of a Cellular Automata model

Talk and Proceeding: eCAADe 2018 - Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference (Lodz, Poland, 2018). (paper & talk)

G. Wurzer, W Lorenz. This work explores the dichotomy between old areas offering high-quality living in a low-density neighborhood (typically near the city center) and newly-developed areas with high-density and lesser quality in the suburbs. ...

Vortrag

Architekt Robert Kramreiter – die Pfarrkirche Maria Lourdes: Anlässlich der 60 Jahrfeier des Weihetermines der Pfarrkirche Maria Lourdes in Wien Meidling werden vor allem die Einflüsse verschiedener Personengruppen im Zuge der Entwurfsplanung betrachtet.

Studie 3D Visualisierung

Studie/Visualisierung zur Planänderung des Flächenwidmungs- und Bebauungsplanes an Hand eines konkreten Fallbeispieles.

zur 3D-Studie

 

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