Cellular Automata: Digital Architecture
Cellular Automata: Digital Architecture
Cellular Automata: Digital Architecture
CELLULAR AUTOMATA
submitted by
HENA
KAVITHA
SRIVIDHYA
SUSHMA
SAVITHRI
GABRIEL
CELLULAR AUTOMATA
ABSTRACT
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.
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).
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.
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 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.
Following is an idea of transformation. I put two strings into every cell for
stretching its cubic-box contour (Figure 7).
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.
The size may change of these cells with random numbers, which give the
boundary of maximum and minimum lengths of every box (Figure 9).
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.
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).
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
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.
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.