Project 2 Video
Video Link
Monday, November 28, 2016
Sunday, November 27, 2016
Project 2
01 Introduction
To expand on the typology of the first project, this second
step involves developing an adaptive shading system to augment the original
surface. The model suggests a kinetic device for directional shading at all
hours of the day. The proposed system would involve mechanized actuators and a
flexible mesh scree. This system could extrude toward this suns position while
opening or closing the aperture accordingly. The project also uses a genetic
algorithm to optimize its final form.
02 Modelling Process
The model is based from the diagrid typology. The surface
diamonds (which would be the mullions on the original surface) are extruded to
create the shading pockets. These extrusions must then be mapped to the
location of the sun, which requires the creation of a sun arc.
03 The Sundial
While there are other programs such as DIVA that have sun
angle generators, these programs run slowly and heavily. To take less energy, I
created an arc using angles for sunrise, noon, and sunset of the latitude of
the project for a given day of the year. The sundial also evaluates a point
along this arc that will be our sun position.
04 Face Vectors
A diagrid is applied to a surface at the center of the sun
arc. This will be used as the base of the system. To connect the extrusion to
the angle of the sun, vectors can be made from the centroid of each diamond to
the sun position point.
05 Scaling
The diamonds can then be scaled as a function of their
proximity to the sun.
06 Lofting
After this the scaled diamonds are moved along the sun
vector. The distance of each diamond’s move is determined by the cell’s
distance to the central cell. The moved surface can then be lofted with the
original un-scaled diamond to create the geometry of the shaders.
The shaders adjust their orientation and scale factor based
on the angle of the sun throughout the day.
07 Fine Tuning
The amount of difference between the extrusions’ length can
be massaged by adjusting the first distance component’s difference function.
This effectively increases or decreases the difference between all extrusions.
At a certain point the curvature gives a smoother curve that is the desired
look of the shaders. To find this optimal point of curvature could take a lot
of manual adjustments to find, so I implemented the Galapagos evolutionary
solver to analyze the difference of list items for the extrusions. It aims to
reduce the difference between successive items, thus giving the optimal soft
curve for the overall geometry.
08 Application
Finally this system can be affixed to the original geometry from the first project.
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