http://www.vislab.usyd.edu.au/staff/horst/amorph97.html - 13/7/97
Amorphous Constructions 7/97
presented at morphe:nineteen97
Biennial Oceanic Architecture and Design Student Conference
[Amorphous Construction 1993-1996 - 8 minute video]
In the video I mention that the 3D data files represent the original artworks just like score
sheets in music. And just like an original music score can be interpreted in a variety of ways
ranging from classical instruments, jazz versions to fully synthesised versions, the 3D data file
can be visualised through line drawings, computer generated still images, fly-throughs, print-
outs on paper or projected images. For art lovers with a traditional mind-set this raises the
interesting question of what constitutes the original artwork - for architects the question is
irrelevant. The more I think about the data file, however, the more I see it as something more
than just a file. The data sits there in a complex and highly encoded form and it should be
possible to use the data not only to view it with the application program that created it, but to
use it for other purposes such as extracting hidden structures which, in turn can generate
visual effects, shapes or sounds.
In his presentation Ben van Berkel utilises a similar methodology in a traditional urban planning
way by analysing the traffic flow around a train station and then utilising this data for the basic
organisation of spaces.
Greg Lynn
in his Vienna project goes one step further in that he utilises
the motorway traffic that by-passes the building to generate its shape. Every car that passes
represents a force acting on the relatively arbitrary kinematic structure set up in his animation
program. Like a sail in the wind, the building reacts to the density of traffic on the motorway -
the final, built form is the result of a selection process of a series of configurations, similar yet
different, arranged one next to the other, suggesting animated form through rhythm.
Researchers at the CSIRO had the idea that by visualising abstract, statistical data it would be
possible to detect certain structures within the data itself. They market their activities with the
catch phrase:
"Information is 21st Century Gold"
which they describe in more detail as:
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CSIRO Australia - Division of Information Technology "Data Mining" PR-sheet.
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"Many organisations collect data from daily business transactions and from servicing
customers. These organisations can now 'mine' their data to gain valuable insights into their
business, such as discovering customer buying patterns, detecting fraud and improving risk
management. CSIRO is developing data mining techniques to uncover patterns or trends in
company data, transforming the data stockpile into an information goldmine."
|
Taken literally, especially with 3 dimensional datasets or 3D data-subsets, interesting
structures - quite possibly with a sculptural quality - should emerge. With my general interest
into alternative shape generation this is one area I hope to experiment with - either revealing
certain hidden structures or using them to generate shapes. Preferably the data would be
compiled from society.
Another way of alternative shape generation which bypasses traditional drawing board
techniques (and a few words about that later) is what I have called a growth process
penetrating House II in the 'Eisenman Re-visited Project' which we just saw in the video.
The growth process was a relatively simple algorithm that ran on a 1MB Atari with no harddisk.
It was an interactive process in that I had to type in the vertex point for each new growth step.
The program would then calculate the new geometry, unfold the newly grown area and print
out a cutting pattern in true size. The pattern was then transferred to cardboard, folded together
and glued into place. The process was quite enjoyable - especially whilst watching MTV and
drinking glasses of wine. Theoretically the whole thing could have worked in the computer, the
visual representation of the model was too poor, however, to make any sensible judgement.
Trying to grow shapes is quite common since the successful use of L-grammar systems for the
growing of plants in 2-dimensional computer graphics. In 3D this process is not that
straightforward due to the self-intersection of surfaces.
Other people, like John Frazer and
Marcos Novak
have taken the 'growth' methodology a lot
further and subject their developing shapes to evolutionary criteria - having seen
Marcos Novak
's talk this morning I better shut up.
Just one comment though:
My simple growth program has since been re-written by Van Dung Ly a student at the
University of New South Wales. It runs on SGI now and grows tetrahedra rather than triangles.
The virtual model looks a lot better but judging size, proportion and overall geometry is still very
hard. The real model wins hands down!
[show real model]
But is this shape amorphous?
Well, what is amorphous anyway? In its most basic sense it can be translated as shapeless
and I've defined it in so many different ways that the term has become truly blurred if not
shapeless for me. What I have learned though is to accept that things change and we do not
need to try and define everything in fixed and authoritative ways for eternity. One explanatory
image that has survived all these metamorphoses is the image of clouds.
Clouds appear, they disappear, they constantly change shape, they block our view, yet we can
fly through them, they have clear outlines or they dissolve into the surrounding sky.
According to a quote from one of
Bernard Cache
's (www.objectile.com unfortunately no longer on-line) essays clouds caused some trouble in the
Renaissance already:
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Bernard Cache "THE TABLE AND THE FIELD - DRAWING BOARD, CONSTRUCTION SITE"
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"For example, take the difficulties which were immediately experienced by the theoreticians of
Alberti's day in trying to find a way of fitting clouds into the system of perspective which was
emerging at the time".
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Are we surprised that they had difficulties?
Clouds consist of large numbers of water molecules subjected to basic chemical and physical
laws. The fact, that we can easily recognise a cloud as a cloud, however no two clouds are
ever identical is due to the astronomically large number of construction elements (water
molecules) opening up a vast playground for permutational and morphogenetic processes.
Humans in the Renaissance were not equipped to think in such large numbers - and neither
am I - but computers these days should be able to handle elements in such quantities. And
they are, if you use so-called particle systems in animation packages which in turn can be used
to generate surfaces (we've seen a concrete example of this in
Greg Lynn
's presentation if you
remember the white stuff that came out of the slab used to generate the shapes for the
Triple Bridge Gateway to 9th Avenue).
But architects use CAD programs and why aren't these tools available in
architectural CAD packages? Thus we arrived at the few words about drawing board
methodology that I had promised earlier:
Most of the invited key-note speakers at this conference have done some major CAD bashing
and I am more than happy to join in.
[Darren Knight Gallery Project, Documentation 1996/97, 8 minutes in the background]
- if you heard it all before just focus on the video.
In an authoritative volume on "Computer Aided Design: An Integrated Approach" - admittedly
quite old from 1992 - the authors Hsu and Sinha praise CAD technology as a design
optimization tool:
|
Hsu, Tai-Ran, Sinha, Dipendra K. "Computer Aided Design: An Integrated Approach" St. Paul.
West Pub. Co. 1992, p.29
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"Although CAD appears to be a new technology to many people, its real essence, in the
authors' view, does not deviate significantly from traditional design philosophy and
methodology. CAD gives designers much better and more effective tools with which to produce
better-quality design work."
|
'Better quality design work' is seen as an optimised, yet traditional design consisting of
geometric primitives and produced in an environment that mimics the working methods of the
traditional architect/designer, i.e. 3 orthogonal and perspective views. Hsu and Singha are
missing the point and have opted for a totally unimaginative and inadequate way in trying to
assist architects by simply transferring their work-methods into the computer environment. It is
no surprise then that architecture so far has not been able to free itself form the straitjacket of
rectilinearity and reductivist geometry (Whilst this was certainly true 5 years ago with Frank
Gehry being a notable exception - but then he is using aerospace software rather than
architectural software - we have this amazing conference in which a great number of innovative
practicioners have come together, i.e.
Bernard Cache, DECOI architects, foreign office
architects, Itsuko Hasegawa,
Greg Lynn
,
Marcos Novak
,
Kas Oosterhuis/Ilona Lenard and
Antoni Gaudi as 're-constructed' by Mark Burry).
John Frazer, in the following quote, is not so much criticising the interface design, but the fact
that the construction elements offered to the architect through CAD programs are mostly
reduced to primitive shapes:
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John Frazer "An Evolutionary Architecture", Architectural Association, London, 1995, p.66
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"It is ironic that the fixed ways of representing and abstracting building form which developed
within the limitations of the drawing board and the techniques of projective geometry should
have been carried over so directly into the computer. Geometrical forms could have remained
plastic and fluid in the computer; instead they have become rigidified."
|
The same argument in a slightly broader context is presented in the editorial of 'assemblage
26':
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Editorial "Computer Animisms (Two Designs for the Cardiff Bay Opera House)" in "assemblage",
No.26, MIT Press, 1995, p.8
|
"The computer seems to be at its most powerful in the fields of biology and physics and, further,
aspires itself to the condition of biomorphic intelligence. Computer discourse is replete with
biospatial metaphors: pathways, networks, environments, structures, mutational systems,
morphing, cyborg personas, prosthetic apparatuses, and so on. However, very little of this
computer intelligence (technical or otherwise) has found its way into architecture. Form Z and
Photoshop are now fairly widespread in architecture, as is AutoCad, but numerous
technologies such as computer animation, virtual reality, stereo lithography, and other
software/hardware applications are seldom used and, when they are, are frequently reductive
and clumsy. So-called interactive computer technologies in architecture are mostly bad walk-
throughs of the Parthenon."
|
And animators do not seem to have it much easier as Mark Dippe (Assistant Effects Director
for "Terminator 2") explained in an interview:
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Stephen Perrella "Interview with Mark Dippe - Terminator 2" in AD "Folding in Architecture", Vol.
63, 3-4, 1993, p.91
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"One quality of human form, of any living form, is that they are difficult to represent in traditional
computer animation because they are soft and have tissue that reacts and changes in very
subtle ways. For instance, when we run, our muscles shake each time our feet hit the ground
and impact our thighs. These soft-tissue, muscle and bone dynamics of living creatures in
motion are very difficult to model because conventional computer graphics are essentially
Euclidean; everything is rigid, polygonal and flat."
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Since Mark Dippe's interview a number of tools have been developed to assist the animator in
overcoming the 'Euclidean' problems. Common to all these new tools is a physical component
affecting the basic geometry. Some of the first tools of the new generation that made it into
commercial animation packages were particle systems which have the physical dimension of
velocity as an attribute. Then came the metaballs with some form of gravitational forces (
Greg Lynn
's "blobby things") and eventually simple finite element systems - now being used to
animate the bounce of hair when walking or skin deformation in the program ALIAS.
Ok., I think we have laboured the point enough and there is hope that things will change. We
have established that CAD programs are not ideal for creating amorphous shapes: - structures
like frozen clouds or the blue veins in blue vein cheese; buildings with the sensuously curved
characteristics of rolling hills or the washed out shapes of driftwood - but why would we want
to create them anyway?
First of all I think that they look better - just compare a sportscar with a delivery van.
Why is
99.9% of architecture designed like a delivery van?
Peter Cook in "Primer" has the answer (just one sentence but very much to the point):
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Peter Cook "Primer" Academy Editions, London, 1996, p.30
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"Much architecture is based upon geometrical habit (almost all rectilinear - it's so sensible, isn't
it?)."
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Greg Lynn
, in the essay "Multiplicitous and in-organic bodies" attributes it to a prejudice of
geometric idealism.
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Greg Lynn "Multiplicitous and In-Organic Bodies" Architectural Design, Vol.63, No 11/12, 1993,
p.31
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"It is in fact most likely not utility, economy or structure that fixes architecture statically, but it's
prejudice in favour of geometric idealism. Geometry provides the apparently universal
language with which architecture assumes to speak through history, across culture and over
time."
|
In a similar way Mathilde Lochert has identified an interesting relationship between geometry
and cultural prejudices as quoted by Kim Dovey in a recent issue of Architecture Australia:
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Kim Dovey "Architecture about Aborigines", Architecture Australia, July/August, 1996, pp.98-103
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"Some of these issues emerge again in relation to the Brambuk Living Cultural Centre,
designed by Greg Burgess with others. The centre was completed in 1991 to house and
represent Aboriginal culture of the Gariewerd region in western Victoria (the Grampians). The
written brief called for the use of "curvilinear forms and natural materials" and a participatory
design process. Burgess' work has long been characterised by non-orthogonal geometries,
curvilinear forms and the use of timber."
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That's the intro about the building concerned and now the quote by Mathilde Lochert:
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Kim Dovey "Architecture about Aborigines", Architecture Australia, July/August, 1996, pp.98-103
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"In its simplest form, this criticism is that the building is problematic because its use of natural
materials and curvilinear forms meets white preconceptions of a 'primitive' culture. To white
eyes, a set of conceptual oppositions are set up around the building; white/black,
sophisticated/primitive, culture/nature, straight/irregular. The building is said to reinforce a
construction of Aboriginal people as primitive, natural and irregular. This critique has sources
in postcolonial theory which suggest that in such a power structure, the native 'other' finds a
voice only within the framework of a dominant discourse. And the State has an interest in
seeing Aboriginal identity 'fixed' in built form; its dangerous, amorphous, power 'arrested'.
From this view, Brambuk becomes a gesture of reconciliation which is at odds with the
unresolved conflicts it represses."
|
This is a very interesting point. From my personal experience of the difficulties encountered in
trying to create curvilinear shapes and from musings about people's fascination with the
Sydney Opera House - yet reading about the problems of constructing it, I am almost tempted
to turn some of those dualities around and claim that modernist buildings with reductivist
rectilinearity represent the primitive way of building compared to the complexity and
sophistication of curvilinear shapes, furthermore I am tempted to postulate that culture has
been pushed in the wrong direction by incompetent people who were confused and threatened
by nature's complexities and praised square-mindedness over irregularity.
Leaving this political argument aside, we should go back to the question whether there is a
more profound justification for amorphous shape options than merely the preference for
sensuously curved sportscars?
Throughout history there have been attempts at organic architecture. It hasn't been fashionable
lately and therefore I'd like to read out the following quote by Imre Makovecz:
|
Imre Makovecz "ANTHROPOMORPHIC ARCHITECTURE - The Borderline between Heathen and
Earth", Architectural Design, Vol.63, No 11/12, 1993, p.15
|
"Those who think they understand architecture usually approach organic architecture in terms
of 'form'. But in viewing the architecture of Frank Lloyd Wright, Bruce Goff, Herb Greene,
Rudolf Steiner, Lechner Odon, Antoni Gaudi, Kos Karoly or William Morris we are looking at
completely different worlds from the point of view of form. I think it is the mode of thinking of
their view of life which makes these people representatives of organic architecture. One of the
significant things about this view is that they are searching for metaphors between the meta-
nature of society and the created world. The abyss which opens again and again between
these two is unbearable for them. To this end, Gaudi and Morris used plant metaphors, Greene
used animal metaphors and Rudolf Steiner used human metaphors. It was absolutely essential
for these architects to view the world as a continuity."
|
Taking this idea of the meta-nature of society beyond a metaphorical source for organic
architecture, it is possible to see society itself as an amorphous construct; especially today's
global, highly dynamic societies, capable of forming fast changing networks of constantly
morphing configurations.
In seeing society itself as an amorphous construct, the individual being a basic construction
element like the water molecules in a cloud, we might be able to derive more differentiated and
complex thinking patterns which will describe our multicultural societies more appropriately
than the current thinking patterns based on rigid classification systems and simplistic
geometries.
But how can such abstract considerations take architectural form?
Apart from the design approach employed by me, i.e. highly irregular, non-symmetrical and
non-rectilinear, the approach and verbal justification for Foreign Office Architects' Yokohama
project represents a step in this direction: a dynamic, amorphous zone of "differential
mediation" instead of a rigid border between
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"Foreign Office Architects - Yokohama International Port Terminal" in Architectural Design, Vol.
65, No. 5/6, 1995, p.XIX
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"... the 'local' city of Yokohama and the 'global' pacific cruise-liner network. It will operate as a
mediating device involving the two large social machines that the new institution includes:
Yokohama City Waterfront and the organisation of the cruise passenger flows. Both
components of the programmes are used as devices for reciprocal 'deterritorialisations': a
public space that wraps around a terminal, neglecting its symbolic presence as a gate,
decodifying the rite of passage, and a functional structure that becomes the cast of an a-
typological space, a 'landscape' without instructions for occupation, rather than a 'place'. The
aim is to produce a mediation of a differential nature; a machine of integration that allows us
to move imperceptibly through different states into degrees of intensity, diminishing the
importance of the rigid segmentation that social machines - especially those dedicated to the
maintenance of borders - usually produce. The proposed artifact will minimise the energy
required to change state, articulating in a differential mode the various segments of the
programme through a continuous variation of form; from local citizens to the foreign visitor,
from 'flaneur' to business traveller, from voyeur to exhibitionist, from performer to spectator."
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Thus a design rhetoric based on society as an amorphous construct might lead to built
environments visualising the complexities in society and hopefully stimulating more
differentiated thinking patterns.
One last question related to this amorphous business is the question
whether and how we can actually build these complex designs?
Well, the answer lies in automated fabrication technologies. Marshall Burns has written an
authoritative book on the subject which gives a good overview of what is possible now and
what will be possible soon. In a more trendy form William J. Mitchell mentiones automated
fabrication with respect to a virtual clothing boutique.
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William J. Mitchell "CITY OF BITS: Space, Place and the Infobahn", MIT Press, 1995, p91.
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"Your detailed measurements are stored in a database somewhere. There is no inventory:
when you place an order, computer-controlled machinery accesses these measurements and
fabricates the item perfectly to your size. (Fitting rooms become unnecessary, and your size is
never out of stock.) It is then delivered to your door."
|
Whilst I think that this will be a possibility technically - I think it is questionable whether society
would accept to have their personal measurements stored in a database. But that is not the
point: The point is that we have technologies available that mass-manufacture individualised
products.
Leaving the clothes scenario behind, the book 'Earth Moves' by
Bernard Cache
has a few
pages on how manufacturing technology will affect society in what I have called a major shift
from a rigid, mathematical to a dynamic, physical paradigm which means that the shift towards
alternative shape generation - 'calculating shapes' in
Bernard Cache
's words - will overcome
the architect's difficulties in creating amorphous architecture - automated fabrication
techniques will then overcome the architects difficulties in getting them built.
A concrete example: We all know about stereo-lithography which could be called an additive
fabrication method in contrast to computer controlled milling which would be a subtractive
fabrication method. Other additive fabrication methods are for example 3D welding and droplet
deposition. One material used for droplet deposition processes is ceramics and it is quite easily
imaginable that this method could produce thousands of individually shaped bricks as part of
a highly curved and twisted wall. All it needs then is a
brick laying robot
which is currently being
developed - and to some degree functional already - at the Technical University in Delft,
Netherlands. This is one possible scenario of how your design could be realised in the future.
Another scenario would be an improved version of folded sheet material as used in my Darren
Knight Gallery Project.
Seeing that I have just started to work at the CSIRO I would like to say a few words about what
I will be doing there.
Well, I have strongly criticised the drawing board approach as a CAD user interface so what
would be my preferred design methodology?
Ideally I would like to walk around an empty room, waving my arms, clicking my fingers,
pushing a control vertex out here, go across to the wall and pull it in by half a meter, i.e. design
through body movements on a life-size scale. Interestingly enough looking at certain
developments in music, I realised that the sensor technology is available and that it will not be
long before this approach could become a reality.
A collaboration of musicians performing under the name
"Sensorband"
have develped a set of
virtual instruments described in the following way:
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http://www.sensorband.com
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"Each musician uses interactive electronics in a different way - making music from ultrasound,
infrared, and bioelectric signals. [...] Edwin van der Heide is the "vocals", working with
ultrasound based 3D handheld controllers to perform infinite time stretching on digitally
sampled vocal sources. Atau Tanaka is "guitar-bass" using muscle (EMG) and gesture to play
air guitar, and low bass parts. Zbigniew Karkowski is "drums", playing virtual percussion in a
cage armed with infrared beams."
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Within this group it is especially the way in which Zbigniew Karkowski performs which, I think,
could be successfully transferred into an architectural full scale laboratory equipped with a
virtual immersion system.
The main difference between music and 3D modelling, and probably the main stumbling block
so far for not transferring the technology to architectural modelling and design, is the fact that
once the movements of the performers have been detected, sound generation or sound
manipulation of pre-recorded material is relatively straightforward whereas the 3D designs
need to be processed into rendered imagery and communicated back to the performer via
virtual reality goggles or similar devices in real time. Render algorithms and computing power
have been prohibitive so far.
Once it is possible to create shapes and designs in the above way through natural movement,
I think that the result will show its human involvement in a similar way to the sound creation as
described by Sensorband when performing on the instrument called
'Soundnet':
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http://www.sensorband.com/soundnet/index.html
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"It is a giant web 11 meters x 11 meters, created with 16mm thick shipping rope. At the end of
the ropes are eleven sensors that detect stretching and movement. We perform the instrument
by climbing on it, all three of us at once.
[...]
The rope, the metal, and the humans climbing it take on an incredible physicality, and focus
more on the organic nature and the human element of interaction rather than on mouseclicks
and screen redraws. This puts the emphasis in man-machine interaction back towards the
human side. [...] The physical nature of our movement meeting the virtual nature of the signal
processing creates a dynamic situation where we deal directly with sound as our material.
Through gesture and pure exertion, we sculpt the sound to create sonorities emanating from
the huge net."
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Creating, sculpting in such a way, I think, is well worth working towards.
Thank you
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