
Continuous Line
Computational Design
Introduction
The point of departure for this project were the sculptures of Antony Gormley and his technique of blurring the boundary of his human figures as they seem to dissolve into space. In addition to that I was interested in the perceptual effect created when moving close or far. It is possible to discern the figure as a human from afar but up close the association is not so easy.
Coding Logic
The code first identifies the vertices constructing the human figure and then projecting these vertices to the external environmental surfaces.
A construction point is used as “sun” and by calculating the relative distance between the sun and the vertices, the code creates a “burning man” effect as the closer points get gradually burned away.
Then one continuous line is going to start at the human figure vertice. As this line always seeks the next nearest point, its movement will slowly depict the human figure and its external environment in new perspectives.
Diagrammatic Animation
With the diagrammatic animation I was interested in highlighting the logic of our design. Taking a cue from the drawing technique of the single-pinned line that many artists use as an exercise, I set up the animation to illustrate the three dimensional complexity that can be produced by a single line. The animation also demonstrates the mechanism as it yields insight into construction sequencing.
Experiential Animation
For the experiential animation, I wanted to convey the complexity of our structure from within, something that is lost when we look at exterior renderings of the full extent. Since the experience of promenading through the maze of structural elements that mediate interior and exterior is something that photographs cannot quite convey. This experiential animation permits us to deviate from the typical visitor’s viewing angle and scale.
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