14.4.14

erosion

Multi-agent simulation made in Processing, the agents behaviour is a combination of two main rules, descendent alghoritm and stigmergy. Terrain is generated through a perlin noise function.




13.12.13

BioLogic Workshop

 
DIY BIO-LOGIC WORKSHOP: Living structures and swarm bodies
Interactions between biological/digital computing – slime mold & digitally printed 2D patterns

Amsterdam, WAAG society
24.25 January 2014

The workshop will be a first approach to the reseach about possible interactions between digital and biological computation. During the workshop we will try to produce a series of living drawings that will be defined by the interaction of a numerically controlled distribution of organic material (designed generatively through the use of advanced computational techniques) and the spaceColonization/pathsOptimization capabilities of a particular living organism, the Physarum polycephalum (slime mold). Slime mold is an amazing organism whose behaviour is always oscillating between the one of a single creature and an incredibly organised swarm.
The aim of this experimental workshop is to design artificial systems combining digital strategies and living matter. During the workshop we will introduce you to a new methodology for printing organic-based-materials devloped specifically for the purpose of the workshop by Wasp project. Practice and experiment combined with lectures and discussions will be mixed during the two days. At the same time we will try to define the state of the art, identify possible directions for new developments and debate about the importance of these practices in contemporary society.

[.] Partners:
Maurizio Montalti (Officina Corpuscoli)
Sonja Bäumel (Studio Sonja Bäumel)
Mirko Daneluzzo & Tommaso Casucci (Co-de-iT)
WASP
WAAG Society

[.]Links:
More (More infos about the workshop)
Apply (Apply to the workshop)


23.8.13

noises

P5 frames from a series of studies about noises



ALIS



ALIS Battery Park Bench Competition Entry
Team: Edward Kim, Tommaso Casucci, Charles Jones, Mike Nesbit

Alis is a project proposal for a bench made in collaboration with Edward kim.
The bench structure is defined by a series of fiber composited surfaces that are then assembled. The fiber distribution define structural reinforcement to the surface integrated with the joints system.
The image of the bench changes dramatically from day to night due to the illumination from within the object that show the internal fiber structure during nightime.

find more info and images on exquisite website.












11.6.13

WS_Grasshopper for 3D printing

A new Co-de-iT workshop is out. This time is the turn of  "Grasshopper for 3D printing".

 
Firenze
9-21.07.2013
tutors: Andrea Graziano, Tommaso Casucci

the workshop will be the second collaboration between Co-de-iT, FABlab Firenze and Kentsrapper.

find the application forms and more info about the workshop at the Co-de-it webpage of the event.

28.5.13

5.5.13

Prototyping Maya - Fast track!


Next week I will be teaching togheter with Ludovico Lombardi of Zaha Hadid Architects to the Co-de-iT workshop "Prototyping Maya-Fast Track!".

The workshop will be an introduction to the animation and modeling software Autodesk Maya and will be aimed to devlope tridimentional morphologies ready to be 3Dprinted.

For this special event Co-de-it will be partner for the first time with FABlab Firenze and Kentsrtapper.

find all the application forms and more info about the workshop on the Co-de-it webpage of the event.

Below are some in progress versions of the cover.




9.4.13

coNNection<>coLLection


synth(e)tech togheter with co-de-it, disguincio&Co, niccolo casas design, dothemutation,
will be featured as coNNection<>coLLection at [re]vive during the Milan Design week 11-14 April 2013


2.9.12

Procedural matter

The following tests are intended to explore matter as a procedural model defined on the base of a set of  algorithmical rules to create seamless patterns whose parameters can be arbitrarily varied to match infinitely different conditions.

In this case not any physical phenomena is simulated but a set of abstract conditions are defined, in particular the use of procedural textures is explored.

Procedural textures are largely used in computer graphics to generate arbitrary resolution images and simulate representation of natural elements on the base of mathematical algorithms. Those textures was primarily studied by Ken Perlin during the eighties. His original noise code is dated 1983.

Below is a series of procedural 3D formations produced combining noise functions with other mathematical expressions. 













References:

code (noise original 1983 first version code)
Noise and Turbulence (introduction to perlin noise)
Perlin Noise (accurate description of noise functions)
echoechonoisenoise (amazing noise based design research by Dominik Strzelec)

Licenza Creative Commons
This opera is licensed under a Creative Commons Attribuzione 3.0 Unported License.