INTRO TO ALGORITHMIC DESIGN
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1 INTRO TO ALGORITHMIC DESIGN
2 What is an algorithm? In mathematics, computing, linguistics, and related disciplines, an algorithm is a definite list of well-defined instructions for completing a task; a recipe; that given an initial state, will proceed through a well-defined series of successive states, eventually terminating in an end-state. The transition from one state to the next is not necessarily deterministic; some algorithms, known as probabilistic algorithms, incorporate randomness.
3 What is a script or scripting? A scripting language, script language or extension language is a programming language that allows control of one or more software applications. "Scripts" are distinct from the core code of the application, which is usually written in a different language, and are often created or at least modified by the end-user. Scripts are simple algorithms written by the user to automate processes in various software platforms, as well as, to gain access to the full capabilities of a software.
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6 Recursion, in mathematics and computer science, is a method of defining functions in which the function being defined is applied within its own definition; specifically it is defining an infinite statement using finite components. The term is also used more generally to describe a process of repeating objects in a self-similar way. For instance, when the surfaces of two mirrors are exactly parallel with each other the nested images that occur are a form of infinite recursion.
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8 Maya MEL Script Rhinoceros 3D VB Script 3DS Max Max Script Catia Catia Script PLATFORMS
9 Basic Algorithms Types 1. Tiling and Weaving Algorithms 2. Packing Algorithms - Random Search and Cellular Automata 3. L-Systems, Branching, and Fractal Algorithms 4. Swarming and Flocking Algorithms - Particle Simulation, Crowd Simulation 5. Evolutionary Algorithms
10 Tiling and Weaving Algorithms
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12 muqarnas
13 Aperiodic tiling - Girih tiling in the decagonal pattern
14 Aperiodic tiling Danzer Triangles
15 Aperiodic tiling Aranda Lasch
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18 Tiling and Weaving Algorithms
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25 Serpentine Gallery Toyo Ito
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27 Packing Algorithms
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29 Log Cabin Aranda and Lasch Packing Algorithms Random Search and Cellular Automata
30 Shohei Matsukawa / 000studio, Algorithmic Space Bungalow
31 Shohei Matsukawa / 000studio, Algorithmic Beach House
32 Laser-cut model scale 1/75 of the Jyväskylä Music and Art Centre by OCEAN NORTH
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34 Cellular Automata (CA s) Pseudo code 1. Create the grid of poly surfaces with individualized names. 2. Select each poly surface and randomly assign visibility of 1 or 0 3. Select each cell, look at neighbors, count how many are visible, save value for each cells 4. Look at each cell s neighbor count and apply and if/else rule to determine state of cell
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36 Museum of Art and Design Silican Valley, California 2003 Mike Silver Architects Packing Algorithms Random Search and Cellular Automata
37 L-Systems, Branching, and Fractal Algorithms
38 Fractal Example: Using Koch Curves The central concept of L-systems is that of rewriting. In general, rewriting is a technique for defining complex objects by successively replacing parts of a simple initial object using a set of rewriting rules or productions. The classic example of a graphical object defined in terms of rewriting rules is the snowflake curve, proposed in 1905 by Koch von Koch.
39 Pseudo Code 1. Create a initiator and a generator curve. 2. Replace each line segment with the initiator curve. 3. Reapply Step 2 n times.
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42 A Lindenmayer System is a formal grammar that was initially conceived as a theory of plant growth. L-Systems can describe complex forms of plants with relatively few simple rules. Aristid Lindenmayer (1968).
43 L-Systems, Branching, and Fractal Algorithms
44 New Czech National Library Prague, 2006 Ocean and Scheffler + Partner L-Systems, Branching, and Fractal Algorithms
45 Swarming and Flocking Algorithms - Particle Simulation, Crowd Simulation
46 Swarming and Flocking Algorithms Particle Simulation, Crowd Simulation
47 Agent-Based Algorithms Utilizing ABM s to generate tectonic + material organizations at detail scale
48 Agent-based tectonic and material studies by AADRL Behavioral Matter Studio 2012
49 Agent-Based Algorithms Utilizing ABM s to generate tectonic + material organizations at detail scale Technique: Path tracing
50 Evolutionary Algorithms
51 Example Evolutionary Algorithm Pseudo code: 1. Choose initial population 2. Set-up development environment 3. Grow population of solutions (Genotype + Environment = Phenotype) 4. Evaluate the fitness of each individual in the population 5. Repeat until termination: (time limit or sufficient fitness achieved) 1. Select best-ranking individuals to reproduce 2. Breed new generation through crossover and/or mutation (genetic operations). 3. Give birth to offspring and grow population of new solutions 4. Evaluate the individual fitnesses of the offspring 5. Replace worst ranked part of population with offspring
52 BASIC STEPS IN AN EVOLUTINARY DESIGN ALGORITHM THE GENTIC CODE 1 FITNESS AND SELECTION 2 REPRODUCTION 3
53 Genetic Method Stage 1: Random Sample
54 Genetic Method Stage 2: Fitness Filter
55 Genetic Method Stage 3: Breed new population
56 Hill Climbing Method Locating Local Optimum
57 FITNESS AND SELECTION FITNESS EVALUATION MULTIPLE PARAMETERS Evolutionary Algorithms Chair Model T1-M, after 860 generations (86,000 structural evaluations).
58 Chair Model T1-M, after 860 generations Evolutionary (86,000 structural Algorithms evaluations).
59 Evolutionary Algorithms
60 REPRODUCTION AND MUTATION THE TAXONOMY VERSES THE LONE SOLUTION OPTIMIZED FOR SUN EXPOSURE + FLOOR AREA Keith Besserud, AIA Skidmore, Owings, & Merrill (BlackBox Studio) Joshua Cotten Skidmore, Owings, & Merrill (BlackBox Studio) OPTIMIZED FOR SUN EXPOSURE
61 Qatar Convention Center Architect: Arata Isozaki Engineer: Mutsuro Sasaki
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63 INTRO TO ALGORITHM IC DESIGN
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