Michael Hansmeyer

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Michael Hansmeyer is a post-modern architect who utilizes algorithmic architecture techniques, generative art mentalities, and CAD software to generate complex structures. He is currently based in the CAAD group at ETH's architecture department in Zurich. [1] He holds an MBA degree from INSEAD as well as a Master of Architecture degree from Columbia University. He previously worked with McKinsey & Company, J.P. Morgan, and at Herzog & de Meuron architects.

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Architectural design projects

"Subdivided Columns – A New Order (2010)" Columns of incredible complexity and symmetry, the prototypes are made from a steel core with a facade of ABS plastic so that they can be used in an outdoors setting and are load bearing. “[The columns] are an attempt to incorporate tools and technologies that can expand the scope of what is possible and what is imaginable and in the best case to create something that is not yet imaginable,” says Michael Hansmeyer in a 2011 article. [2] [3]

"Voxel-based Geometries (2009)" "['Voxel-based Geometries'] simulates chemical interactions between substances contained in the voxels. This process has been associated with pattern formation not only on a number of organisms, but also in the fields of geology and ecology." [4]

"Platonic Solids (2008)" "The Platonic Solids project explores how a purely operations-based geometric process can generate complex form." [5]

"Subdivided Pavilions (2006)" "The aim of this project is to use a very simple process to generate heterogenous, complex output. A simple process has the advantage of more control; its output is easier to predict and can therefore be more easily refined through subsequent parameter adjustments." [6]

"L-Systems in Architecture (2003)" L-Systems in architecture applies Lindenmayer's L-system to mimic organic growth which is then adapted to architectural design requirements. [7]

Related Research Articles

<span class="mw-page-title-main">Field-programmable gate array</span> Array of logic gates that are reprogrammable

A field-programmable gate array (FPGA) is an integrated circuit designed to be configured after manufacturing. The FPGA configuration is generally specified using a hardware description language (HDL), similar to that used for an application-specific integrated circuit (ASIC). Circuit diagrams were previously used to specify the configuration, but this is increasingly rare due to the advent of electronic design automation tools.

<span class="mw-page-title-main">Global illumination</span> Group of rendering algorithms used in 3D computer graphics

Global illumination (GI), or indirect illumination, is a group of algorithms used in 3D computer graphics that are meant to add more realistic lighting to 3D scenes. Such algorithms take into account not only the light that comes directly from a light source, but also subsequent cases in which light rays from the same source are reflected by other surfaces in the scene, whether reflective or not.

<span class="mw-page-title-main">Polyhedron</span> 3D shape with flat faces, straight edges and sharp corners

In geometry, a polyhedron is a three-dimensional shape with flat polygonal faces, straight edges and sharp corners or vertices.

<span class="mw-page-title-main">Computer-aided design</span> Constructing a product by means of computer

Computer-Aided Design (CAD) is the use of computers to aid in the creation, modification, analysis, or optimization of a design. This software is used to increase the productivity of the designer, improve the quality of design, improve communications through documentation, and to create a database for manufacturing. Designs made through CAD software are helpful in protecting products and inventions when used in patent applications. CAD output is often in the form of electronic files for print, machining, or other manufacturing operations. The terms computer-aided drafting (CAD) and computer-aided design and drafting (CADD) are also used.

<span class="mw-page-title-main">Generative art</span> Art created by a set of rules, without human intervention

Generative art refers to art that in whole or in part has been created with the use of an autonomous system. An autonomous system in this context is generally one that is non-human and can independently determine features of an artwork that would otherwise require decisions made directly by the artist. In some cases the human creator may claim that the generative system represents their own artistic idea, and in others that the system takes on the role of the creator.

<span class="mw-page-title-main">Theoretical computer science</span> Subfield of computer science and mathematics

Theoretical computer science (TCS) is a subset of general computer science and mathematics that focuses on mathematical aspects of computer science such as the theory of computation, lambda calculus, and type theory.

<span class="mw-page-title-main">Solid modeling</span> Set of principles for modeling solid geometry

Solid modeling is a consistent set of principles for mathematical and computer modeling of three-dimensional shapes (solids). Solid modeling is distinguished from related areas of geometric modeling and computer graphics, such as 3D modeling, by its emphasis on physical fidelity. Together, the principles of geometric and solid modeling form the foundation of 3D-computer-aided design and in general support the creation, exchange, visualization, animation, interrogation, and annotation of digital models of physical objects.

<span class="mw-page-title-main">Scientific visualization</span> Interdisciplinary branch of science concerned with presenting scientific data visually

Scientific visualization is an interdisciplinary branch of science concerned with the visualization of scientific phenomena. It is also considered a subset of computer graphics, a branch of computer science. The purpose of scientific visualization is to graphically illustrate scientific data to enable scientists to understand, illustrate, and glean insight from their data. Research into how people read and misread various types of visualizations is helping to determine what types and features of visualizations are most understandable and effective in conveying information.

<span class="mw-page-title-main">Shader</span> Type of program in a graphical processing unit (GPU)

In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene—a process known as shading. Shaders have evolved to perform a variety of specialized functions in computer graphics special effects and video post-processing, as well as general-purpose computing on graphics processing units.

<span class="mw-page-title-main">Reyes rendering</span> Computer software architecture in 3D computer graphics

Reyes rendering is a computer software architecture used in 3D computer graphics to render photo-realistic images. It was developed in the mid-1980s by Loren Carpenter and Robert L. Cook at Lucasfilm's Computer Graphics Research Group, which is now Pixar. It was first used in 1982 to render images for the Genesis effect sequence in the movie Star Trek II: The Wrath of Khan. Pixar's RenderMan was one implementation of the Reyes algorithm, until its removal in 2016. According to the original paper describing the algorithm, the Reyes image rendering system is "An architecture for fast high-quality rendering of complex images." Reyes was proposed as a collection of algorithms and data processing systems. However, the terms "algorithm" and "architecture" have come to be used synonymously in this context and are used interchangeably in this article.

MapReduce is a programming model and an associated implementation for processing and generating big data sets with a parallel, distributed algorithm on a cluster.

In computer science and machine learning, cellular neural networks (CNN) or cellular nonlinear networks (CNN) are a parallel computing paradigm similar to neural networks, with the difference that communication is allowed between neighbouring units only. Typical applications include image processing, analyzing 3D surfaces, solving partial differential equations, reducing non-visual problems to geometric maps, modelling biological vision and other sensory-motor organs.

Reservoir computing is a framework for computation derived from recurrent neural network theory that maps input signals into higher dimensional computational spaces through the dynamics of a fixed, non-linear system called a reservoir. After the input signal is fed into the reservoir, which is treated as a "black box," a simple readout mechanism is trained to read the state of the reservoir and map it to the desired output. The first key benefit of this framework is that training is performed only at the readout stage, as the reservoir dynamics are fixed. The second is that the computational power of naturally available systems, both classical and quantum mechanical, can be used to reduce the effective computational cost.

<span class="mw-page-title-main">Generative design</span>

Generative design is an iterative design process that generates outputs that meet specified constraints to varying degrees. In a second phase, designers can then provide feedback to the generator that explores the feasible region by selecting preferred outputs or changing input parameters for future iterations. Either or both phases can be done by humans or software. One method is to use a generative adversarial network, which is a pair of neural networks. The first generates a trial output. The second provides feedback for the next iteration.

There are many types of artificial neural networks (ANN).

<span class="mw-page-title-main">3D modeling</span> Form of computer-aided engineering

In 3D computer graphics, 3D modeling is the process of developing a mathematical coordinate-based representation of any surface of an object in three dimensions via specialized software by manipulating edges, vertices, and polygons in a simulated 3D space.

<span class="mw-page-title-main">Deep learning</span> Branch of machine learning

Deep learning is part of a broader family of machine learning methods, which is based on artificial neural networks with representation learning. The adjective "deep" in deep learning refers to the use of multiple layers in the network. Methods used can be either supervised, semi-supervised or unsupervised.

<span class="mw-page-title-main">Convolutional neural network</span> Artificial neural network

In deep learning, a convolutional neural network (CNN) is a class of artificial neural network most commonly applied to analyze visual imagery. CNNs use a mathematical operation called convolution in place of general matrix multiplication in at least one of their layers. They are specifically designed to process pixel data and are used in image recognition and processing. They have applications in:

<span class="mw-page-title-main">Parametric design</span> Engineering design method

Parametric design is a design method in which features, such as building elements and engineering components, are shaped based on algorithmic processes rather than direct manipulation. In this approach, parameters and rules establish the relationship between design intent and design response. The term parametric refers to the input parameters that are fed into the algorithms.

<span class="mw-page-title-main">Parametricism</span> Modern architectural style

Parametricism is a style within contemporary avant-garde architecture, promoted as a successor to Modern and Postmodern architecture. The term was coined in 2008 by Patrik Schumacher, an architectural partner of Zaha Hadid (1950–2016). Parametricism has its origin in parametric design, which is based on the constraints in a parametric equation. Parametricism relies on programs, algorithms, and computers to manipulate equations for design purposes.

References

  1. Future Cities: ECAADE 2010 : Proceedings of the 28th Conference on Education. 2010. ISBN   978-3728132796 . Retrieved 2013-11-01.
  2. Laura Allsop for CNN. "Sci-fi 'gothic' architecture brought to life". CNN.com . Retrieved 2013-11-01.{{cite web}}: |author= has generic name (help)
  3. "Architecture Record | McGraw-Hill Construction". Archrecord.construction.com. 2011-10-05. Retrieved 2013-11-01.
  4. "Computational Architecture: Voxel Geometries". Michael Hansmeyer. Retrieved 2013-11-01.
  5. "Computational Architecture: Platonic Solids". Michael Hansmeyer. Retrieved 2013-11-01.
  6. "Computational Architecture: Subdivided Pavilions". Michael Hansmeyer. Retrieved 2013-11-01.
  7. "Computational Architecture: L-Systems". Michael Hansmeyer. Retrieved 2013-11-01.