二维球体绘图

In Commons Pub Date : 1900-01-01 DOI:10.35483/acsa.am.111.12
M. Erickson
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引用次数: 0

摘要

当代数字实践在物体的生成和制造方面都提供了令人难以置信的设施。然而,尽管数值精度很高,但几何信息在从抽象(非视觉)几何世界转移到屏幕、纸张或其他物质形式时却丢失了。正如Alberti所描述的那样,建筑师的工作是通过图纸定义建筑,以便在现场精确地建造在这个过程中,近似和损失的过程并不理想,但它是数字文化的核心部分,而建筑是数字文化的一部分它也是建筑方法的一个内在的,但经常被忽视的方面。即使是亨利·庞加莱(Henri poincarcarcarr)的理想圆,一旦转化为物理空间,也只是表现为一个“圆的东西”——让设计师的意图和物体的形式与制造技术混淆起来。这个项目通过研究近似和损失作为生成绘图策略来质疑建筑绘图的精确性。该项目由一系列动画和静态图像组成,这些动画和静态图像是通过简单而标志性的几何球体的连续逼近而产生的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Drawing with Spheres in Two-Dimensions
Contemporary digital practice allows for an incredible facility in the both the generation and fabrication of objects. However, despite high degrees of numerical precision, geometric information is lost as is moves from the abstract (non-visual) world of geometry to the screen, paper or some other material form. The job of the architect, as described from Alberti onward, is to define the building through drawing so that it can be precisely constructed on site.2 A process of approximation and loss along the way is less than ideal, but it is a central part of the digital culture of which architecture is a part.3 It is also an intrinsic, but often times unmentioned, aspect of architectural method. 4 Even Henri Poincaré’s ideal circle is manifested as only a “round thing” once it translated into physical space—leaving the designer’s intent and the form of the object muddled with technologies of fabrication. This project questions ideas precision in architectural drawing through the study of approximation and loss as generative drawing strategies. The project is composed of a series of animations that and still images produced through the continuous approximation of both a simple and iconic geometry—the sphere.
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