Cellular Automata: Digital Architecture

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DIGITAL ARCHITECTURE

CELLULAR AUTOMATA

submitted by

HENA
KAVITHA
SRIVIDHYA
SUSHMA
SAVITHRI
GABRIEL
CELLULAR AUTOMATA

ABSTRACT

Mathematical constructions and concepts can be utilized in a number of


methods to investigate the process of generating architectural forms.

One is to technically layout architectural


elements along such constructions,
another is to explicitly develop forms
corresponding exactly to the underlying
concept, and another is to use such
concepts as inspiration, a starting point
for design.

A hybrid method is to follow an


interpretive approach, one that uses a
mathematical concept as a framework
to begin to investigate architecture
forms.
INTRODUCTION

Cellular automata is the computational method which can simulate the


process of growth by describing a complex system by simple individuals
following simple rules.

This concept of simulating growth was


introduced by John von Neumann and
further developed by Ulam in the area
of simulating multi-state machines.

The concept gained greater popularity


when Martin Gardner described John
Conways Life, a game that generated
two-dimensional patterns.

Stephen Wolfram began researching


the concept to represent physical
phenomena and has recently reintroduced
the discussion in A New Kind of Science.
THE BASIC CONCEPTS
(I) One dimensional CA

The research of cellular automata based on computer is one of the earliest


forms of artificial life research.

Conway's game of life, which sets rules about cells in a grid being on or off,
is an original study.

In the game of life there is a matrix of cells, and each cell can be alive or
dead according to specific rules. We may call it one-dimensional CA.

Owing to the similarity to the binary logic of 1s and 0s; it attracts early
researchers attention about the possibilities for computing.

The rules try to simulate the social relationship and the growth of the
natural life.
For example, if a cell has too many or too few neighbours it dies, from over
crowding or lack of support. If it has a moderate number it lives or comes to
alive. Each iteration of the game results in a new pattern of dead and alive
cells. The patterns of cells can be mapped to various physical and artistic
elements.
THE BASIC CONCEPTS
(II) Three dimensional CA
Three-dimensional CA is an expansion of one-dimensional and two-
dimensional CA.

It deals with more complicated information about the relationship between


cells; however, it also provides more spatial data to us.

The basic concept of three-dimensional CA constitution is described as


follows.
A cell is concerned with its lower-layer neighbours; the amount of its
neighbours makes it alive or dead. We overlap the several cell-grid
layers and build a 3D-structure.
In this computer system, the user may specify a first floor plan or
generate the first floor plan by random number. Every upper-floor grid is
checked by the sum of its nine lower-floor grids. The rule describes how
many lower-level solid cells (0-9) can compose a upper-level cell.
Users may specify a rule or let the random number make a rule. The
first iteration of first floor life-power was transferred to upper floors, and
we even can trace back up side down.
With the benefit of computer, this study is built in the environment of
AutoCAD and AutoLISP.
An early example of three-dimensional pattern development is the wooden block
model created by Schrandt and Ulam, Figure 1a.

Investigating repeating patterns as Conway had found in two dimensions


is Bays, Figure 1b. and finally an
highly inspirational architectural
application by Coates, Figure 1c.,
much in the same spirit as Bays.

The most recent is two methods


develops by Wolfram, Figure 1d.,
in which a stacking method is explored,
as well as, one similar to Bays.

The striking similarity in these is the


explicit representation of the cellular
automata, even though each had taken
a different approach and had a different
application as an investigative goal.
STEP 1 - THE BASIC CONCEPTS
(III) Generation of form and music
The pure mathematical translation of cellular automata into architectural
form includes a number of issues that do not consider built reality.

The interpretation or translation to a possible built form can be made after


the form has evolved.

Figure 2 is an example that designers create architectural forms with CA.

Figure 2. Architectural forms derived from CA. (source: Krawczyk)


To transform CA into architectural forms is easier to be realized than to map
CA with music, because cells themselves have composed a solid and void
space-structure.

Some musical questions still could be remained as undetermined black


boxes; for example, how can a configuration of cells represent a sound
granule, and how can the relations between cells represent melody and
rhythm?

Researchers need mapping methods for translating CA into music


composing. Recently, Miranda proposed a Cartesian model in CAMUS to
represent a triple, that is, a set of three notes.

The model tries to transform spatial data into music; it has two dimensions,
where the horizontal coordinate represents the first interval of the triple and
the vertical coordinate represents its second
interval (Figure 3).

Its one of the known


methods to interpret CA
into music.

Figure 3. Mapping between music and Cartesian space. (source: Miranda)


STEP 2 - FROM FORMING TO TRANSFORMING

The first step is to compose the space structure; in other words, we need a
method to use generative rules to create forms.

The second step is to transform the structure derived from the first step.

In computer presentation and simulation, applied a life and death rule to


generate the second floor, third floor, fourth floor and so on. The rule could be
denoted as: 0D1L2D3D4L5D6L7D8D9L, L for life and D for death. V and X
also represent same meanings in Figure 4.
The number, from 0 to 9,
stands for under-level solid
neighbour cells in total. For
example, 4L means it will
survive when there are 4 solid
or occupied cells at lower floor;
2D means it will be dead when
there are 2 solid or occupied
cells at lower floor.

Figure 4. Basic examples of three-dimensional CA derived


from different rules.
The colours represent the amount of cells. We use AutoLISP programs to
generate 3D structures. We may use AutoCAD command to see this basic
structure from different view-angles, and to shade this structure (Figure 4).

Figure 5. A basic structure (left) and a shaded structure (right).

Every cubic cell is given with different colour for representing its total
lower-level neighbours. For example, red stands for one solid cubic under its
lower-level neighbours (within 3 x 3 grids); yellow for 2, green for 3, bright blue
for 4, dark blue for 5, magenta for 6, pink for 7, brown for 8, grey for 9, and white
for zero.
(I) Architectural Form

The CA system provides a basic construction of solid and void space.

It could be an interesting inspiration for designer to create the composition


of space. Like Figure 6, we embed columns in a cellular structure, and make it
look more like a real construction.

The colour of every cube has its meaning. The colour is determined by the
total of its lower level solid cells; therefore it is not just for fun. The ground
level has no lower level; therefore, 6 faces of a cell different colours are given.

Figure 6. Embed columns in a cellular structure.


(II) Transforming

Following is an idea of transformation. I put two strings into every cell for
stretching its cubic-box contour (Figure 7).

The strings connect four diagonal corners of a box. When a generate


program runs, the simulation system will stretch the lengths and change the
directions of these strings based on random numbers; therefore the whole
structure could be transformed into a kind of free form.

It is able to break the original orthogonal boxes when this program runs.
The facades of a structure will be twisted seriously if use this transforming
rule many times. Thats the reason why only two strings inside are put in a
box, because more strings stretched in a box will destroy this box and make it
unrecognisable..

Figure 7. A box with normal strings and three boxes with stretched strings.
In fact, when the simulation system stretches a string, it will stretch all the
boxes whose corner is connected with this strings two ends.

Therefore, the whole wire-frame structure is transformed.

Figure 8 is an example to explain the original orthogonal structure and two


transformed structures after applying different times of stretching-rules.

Figure 8. An orthogonal structure and two transformed


structures.
(III) Generating different size cells

The size may change of these cells with random numbers, which give the
boundary of maximum and minimum lengths of every box (Figure 9).

It vivifies the composition of a structure, too. This kind of expressions could


be a good suggestive composition for designers, and for further manipulation.

Figure 9. Random cell size structures.


On the other hand, it may give some suggestions and inspirations to design
buildings elevation. (Figure 10.)

In this section, we may realize the diversity and creativity of three-


dimensional CA.

With the assistance of AutoCAD and AutoLISP program language, we may


generate many space structures, and test interesting solid/void possibility in
computer.

Figure 10. Simulation of architectural


elevations.
As we know, a box has six faces. In the above-mentioned examples, all boxes
are closed.

However, we may open some faces of these boxes, or even erase some boxes
in a structure if you do not like so many boxes, to create an open-faced
structure.

Demonstrating the inner composition of cells, we may display a construction


with cubes and plates (Figure 11).

Figure 11. A structure with some opened


boxes.
(IV) Random-sized cell structures

In this section, we use two above-mentioned methods together to create free-


form random-sized cell structures.

Obviously this generation can transform the original form a lot; the result
seems more similar to natural organizations than artificial works (Figure 12).

For example, it may look like villages that are located on a hill.

Figure 12. A structure with random-sized and twisted and opened cells.
Figure 13 has two pictures of Greek villages, Fira and Oia. There are some
interesting similarities between our generative cell structures and these
natural grown villages.

For example, they both have cubic contour, plane roofs, vertical walls,
horizontal layers, hierarchy and organic organization in particularly.

Figure 13. Two organic cubic structured villages. Left: Fira, Right: Oia; Santorini, Greek.
CASE STUDY : The Empirical Tower
Empirical Tower seeks to experiment on Cellular Automata concept which based on
cellular entities whose states depends on their previous state and on the one of their
neighbors to perform complex outcomes by implementing simple set of rules that affect
only local relations of their components.
CASE STUDY : The Empirical Tower
The Empirical Tower is a speculative project based on Mapping the programmatic
distribution incorporating several functions to produce a system for the production
complex mixed-use high-rise building as new solutions of habitation for the area of
Greenwich.
The New (90 M) high mixed-use tower , made of (27M) wide and (36M) long volume ,
the scheme proposes varied programmatic elements , from Commercial to Residential,
public areas and office spaces , it tends to become a new landmark of the area.
CASE STUDY : The Empirical Tower
CASE STUDY : The Empirical Tower
CASE STUDY 2 : MULTI-USE BUILDING IN FARGO
multi-use building in
Fargo, North Dakota.
The results were not
what I would call
interesting, but I was
very happy with my
own results.

I worked on this
project mostly on my
own, with some help
from Dennis Park
and Daniel Yep
Taboada
CASE STUDY 2 : MULTI-USE BUILDING IN FARGO
CASE STUDY 2 : MULTI-USE BUILDING IN FARGO
There are two main ideas to work on
in this project.
Connectivity and distribution.
These came together under the
general topic of reticular networks.
These networks are connective
tissues that form fine mesh works
around bodily organs.
For this building It was interested to
know how to combine and connect the
different programs of office, housing,
retail, and public spaces.
The programs became the organs
inside the body of the building (not
sure how that relates to Deleuze and
his body without organs).

The connective tissue became a


diagrid structure that wrapped around
different zones. At certain points
these zones are joined by bridges
CASE STUDY 2 : MULTI-USE BUILDING IN FARGO

The distribution of the program was done using cellular automata.

This is mathematical process that has gained some attention within computational
design.

It is a rules based system that are governed by on/off states of neighboring cells. This
can be used to control density and create interesting patterns.
CASE STUDY 2 : MULTI-USE BUILDING IN FARGO

Here there is two sets of rules.

One for the base where the density needed to be higher and a different set of rules
for the towers.

Based on different starting configurations and variations on the rules ,created a large
repertoire of options from which to develop a final design.

The seeming random patterns created by the cellular automata were perfect fit for the
desire to develop public spaces through out the site.

Different opportunities presented themselves as the units varied on different levels.


These spaces emerge from the process and provide the type of unexpected results
that computational design can achieve.
CASE STUDY 2 : MULTI-USE BUILDING IN FARGO
CASE STUDY 2 : MULTI-USE BUILDING IN FARGO

Another aspect of
cellular automata : to
take advantage of is its
modularity. Because it
is based on repeating of
the same unit through
multiple iterations,
therefore wanted to
combine this with
modular apartment
types.

After developing
several apartment types
we wanted to see how
these could fit into the
the structure produced
by the cellular automata
towers.
CASE STUDY 2 : MULTI-USE BUILDING IN FARGO
CASE STUDY 2 : MULTI-USE BUILDING IN FARGO
This is one of the aspects that we would have liked to work on more.
It would have been nice to run this through an optimization sequence, where the
different towers are evaluated to see which meets parameters based on programmatic
needs such as how many 2 bedroom or 3 bedroom apartments are in each.
Because of the short time frame of working on a competition we were not able to
achieve this.
Another aspect that we
would have liked to work on is
to develop the diagrid
envelop into a manifold
surface that moves through
the open public spaces.

This would have not only


created a greater degree of
connectivity, but also blurred
the relationship between
inside and outside and public
and private spaces. but
overall we think this is strong
project that opens many
avenues for further research

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