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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).
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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. ...

 

"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;
          }
          }
        }
      }
  }