Architectural geometry

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Architectural geometry is an area of research which combines applied geometry and architecture, [1] which looks at the design, analysis and manufacture processes. It lies at the core of architectural design [2] and strongly challenges contemporary practice, the so-called architectural practice of the digital age. [3]

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Architectural geometry is influenced by following fields: differential geometry, topology, fractal geometry, and cellular automata.

polyhedral approximation of a cyclide-offset. Approssimazione-offset-ciclide-sfere.jpg
polyhedral approximation of a cyclide-offset.

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In mathematics, a fractal is a geometric shape containing detailed structure at arbitrarily small scales, usually having a fractal dimension strictly exceeding the topological dimension. Many fractals appear similar at various scales, as illustrated in successive magnifications of the Mandelbrot set. This exhibition of similar patterns at increasingly smaller scales is called self-similarity, also known as expanding symmetry or unfolding symmetry; if this replication is exactly the same at every scale, as in the Menger sponge, the shape is called affine self-similar. Fractal geometry lies within the mathematical branch of measure theory.

<span class="mw-page-title-main">Vector graphics</span> Computer graphics images defined by points, lines and curves

Vector graphics are a form of computer graphics in which visual images are created directly from geometric shapes defined on a Cartesian plane, such as points, lines, curves and polygons. The associated mechanisms may include vector display and printing hardware, vector data models and file formats, as well as the software based on these data models. Vector graphics is an alternative to raster or bitmap graphics, with each having advantages and disadvantages in specific situations.

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

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<span class="mw-page-title-main">Pattern</span> Regularity in sensory qualia or abstract ideas

A pattern is a regularity in the world, in human-made design, or in abstract ideas. As such, the elements of a pattern repeat in a predictable manner. A geometric pattern is a kind of pattern formed of geometric shapes and typically repeated like a wallpaper design.

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Geometric modeling is a branch of applied mathematics and computational geometry that studies methods and algorithms for the mathematical description of shapes. The shapes studied in geometric modeling are mostly two- or three-dimensional, although many of its tools and principles can be applied to sets of any finite dimension. Today most geometric modeling is done with computers and for computer-based applications. Two-dimensional models are important in computer typography and technical drawing. Three-dimensional models are central to computer-aided design and manufacturing (CAD/CAM), and widely used in many applied technical fields such as civil and mechanical engineering, architecture, geology and medical image processing.

<span class="mw-page-title-main">Algorithmic art</span> Art genre

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<span class="mw-page-title-main">3D city model</span>

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Geometrical design (GD) is a branch of computational geometry. It deals with the construction and representation of free-form curves, surfaces, or volumes and is closely related to geometric modeling. Core problems are curve and surface modelling and representation. GD studies especially the construction and manipulation of curves and surfaces given by a set of points using polynomial, rational, piecewise polynomial, or piecewise rational methods. The most important instruments here are parametric curves and parametric surfaces, such as Bézier curves, spline curves and surfaces. An important non-parametric approach is the level-set method.

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<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.

<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 a 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">Computer-generated imagery</span> Application of computer graphics to create or contribute to images

Computer-generated imagery (CGI) is a specific-technology or application of computer graphics for creating or improving images in art, printed media, simulators, videos and video games. These images are either static or dynamic. CGI both refers to 2D computer graphics and 3D computer graphics with the purpose of designing characters, virtual worlds, or scenes and special effects. The application of CGI for creating/improving animations is called computer animation, or CGI animation.

<span class="mw-page-title-main">C3D Toolkit</span> Geometric modelling kernel

C3D Toolkit is a proprietary cross-platform geometric modeling kit software developed by Russian by C3D Labs. It's written in C++. It can be licensed by other companies for use in their 3D computer graphics software products. The most widely known software in which C3D Toolkit is typically used are computer aided design (CAD), computer-aided manufacturing (CAM), and computer-aided engineering (CAE) systems.

References

  1. H. Pottmann; A. Asperl; M. Hofer; A. Kilian (2007). Architectural Geometry. Bentley Institute Press. ISBN   978-1-934493-04-5.
  2. H. Pottmann, M. Hofer and A. Kilian (Ed.) (2008). Advances in Architectural Geometry 2008, Conference Proceedings. Vienna University of Technology. ISBN   978-3-902233-03-5.
  3. Branko Kolarevic (2003). Architecture in the Digital Age. Taylor & Francis. ISBN   978-0-415-27820-1.

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