Marshall McLuhan famously declared, 'The medium is the message.' When technology interfaces with design, what outcomes can we expect?
[ Coding For Design I Exploring Cellular Automaton Using C# ]
[ Coding For Design II Game Design in Unity3D ]
[ Machine Learning Architectural Space Study ]
[ HoloLens Mixed Reality Bamboo Construction ]
Game of Life
In the realm of the Game of Life, the rules are refreshingly straightforward: the life or death of a cell is determined by the sum of its neighbors, a principle also prevalent in cellular automata. In this final project for the Coding for Design course, we aim to simulate the Game of Life using C# code and explore modifications to its mechanics.
In the initial phase, we employ neighbor-sum calculations to dictate the rules for subsequent generations. However, a challenge arises as patterns tend to stabilize within 5-10 generations, limiting system diversity. To address this, we seek solutions to enhance variability.
Transitioning to the second phase, we introduce decimal numbers to delineate the status of cells, thereby introducing intermediary states. Illustrated in the accompanying image, gray blocks materialize between the black and white ones, signifying the presence of half-life cells. Additionally, we generate 2D patterns and 3D growing cells based on these revised rules.
The outcomes of this research exhibit significant divergence based on the rules and code implementations employed. Notably, the culmination of this endeavor manifests in tower-like structures and sculptures, showcasing the creative potential of the simulation.
Cornell 2023.Fall Electives_Coding For Design I
Instructor: Panagiotis Michalatos
Collaborator: Xinlin Lu, Changyu Lin
Pattern as Imput
Rules for Cellur Automata
This is a system for generating patterns basedon a grid and the states of neighboring cells.Users can create their own set of rules. The rules and initial configuration are the keyvariables in this system.
Sum of the Neighbor < 2 or Sum of the Neighbor > 3 Cell = ‘Dead’
Sum of the Neighbor = 2 or 3 Cell = ‘Alive’
In this case, we set the rules like above. Here are some graphic examples for these rules.
Programming_
Iteration_1
“Alive” = 1; ”Dead” = 0;
By calculating the sum of neighbors, we can apply these calculations to the rules for the nextgeneration. The issue, however, is that the patternreaches a stable state after 5-10 generations.
Toincrease the system’s diversity, we are looking forsolutions to this problem.
In the first phase of Game of Life, the simulation results reveal a clear distinction between live and dead cells represented by black and white blocks. Currently, there exists no intermediary state between the two. Thus, aim to introduce and explore such intermediate states to enhance the simulation’s complexity.
“Dead”
Sum of the Neighbor = 3 Cell = ‘Back to Live’
Iteration_2
“Alive” >0.5; ”Dead” <= 0.5;
After setting a starting value, we have a anotheraccumulating rule.
In the second phase, we incorporate decimal numbers to calculate the status of cells, thereby introducing additional states. As depicted in the image, gray blocks emerge between the white and black ones, indicating the presence of half-life cells.
We created different Breps, and tried to keep thegrowth oit of those geomatries.
Programming ldea_By using “lsPointinside” and keep those pointsout of the loop, we can also use Breps to guide thegrowth of the pattern.
private bool IsPointInsideAnyBrep(Point3d point, List<Brep> breps)
foreach (Brep brep in breps)
if (brep.IsPointInside(point, 0.001, false)) { return true; } return false;
Different Breps
Shade Skater Dodge
Cornell 2024.Spring Electives_Coding For Design II
Instructor: Panagiotis Michalatos
Collaborator: Xinlin Lu, Kefan Chen
For this semester, we wrote code to control objects using shaders and C# in Unity3D. For the final assignment, we designed a game where the player is a skater trying to hit a snowman.
“Shade Skater Dodge_ Catch the Snowman” is a first-person perspective view game where players control a skater who must hit snowmen while avoiding shadowed areas on the ground.
The game design consists of two main components:
1. Light and Shadow Interaction:
The dynamic shadow areas shape the snowy ground in real-time, creating an ever-changing environment. These shadows interact with the skater, adding a layer of challenge and strategy to the gameplay.
2. Game Scenes and Effects:
To enhance the user experience, various in-game elements such as the skater, snowmen, snowballs, and flags feature moving and changing effects. Additionally, the camera and top-view map designs provide better navigation and a more immersive experience.
These elements work together to create a dynamic and engaging environment for players.
Light and Shadow Interaction:
The
In Unity3D, we used C# and shaders to test this function. Initially, we used C# code to extrude the shadow areas. Then, we utilized the shadow’s center point to guide the elevation changes of the snow ground.
dynamic shadow areas shape the snowy ground in real-time, creating an ever-changing environment. These shadows interact with the skater, adding a layer of challenge and strategy to the gameplay.
Game Scenes and Effects:
To enhance the user experience, various in-game elements such as the skater, snowmen, snowballs, and flags feature moving and changing effects. Additionally, the camera and top-view map designs provide better navigation and a more immersive experience.
We set up a top-view camera to capture the player’s location in real-time, providing a comprehensive view to guide them in hitting the snowman and passing the level. Additionally, NPCs skate around, following predetermined tracks, adding to the challenge and immersion of the game.
Rules: Hit the snowman. Avoid the shadow areas and use flags to relocate. Snowballs are used as the point count.
These are the coding details behind the game. The rules were written in C# and executed in real-time throughout the gameplay. These elements work together to create a dynamic and engaging environment for players.
We also invited some classmates to test the game. Through this experiment, we realized that the XYZ coordinates shouldn’t rotate constantly, as it can cause the player to lose control and feel dizzy during gameplay.
After adjusting the axis rotation issue, players gained better control over their movements and had more manageable interactions with the waving snow terrain.
Start Setting Preview Player Inside
Try to Hit the Snowman Avoid Shadow Areas Waving Ground
Next Level or Restart This Level
Shadow.Less Gallery
Cornell 2023.Fall Studio_Machine Learning and Space Study
Utilizing image-based machine learning techniques, our objective is to craft an immersive gallery environment devoid of harsh shadows. Light and shadow, perennial focal points within architectural discourse, are undergoing nuanced exploration through the lens of machine learning.
To begin, we employ sharp and ambient shadow images as axes to train our model. We curate a diverse dataset comprising 3D printed models, cinematic portraits, and expansive landscapes to discern the most impactful visual dynamics. Notably, portraits and landscapes emerge as particularly efficacious models for our purposes.
Building upon these insights, we scrutinize factors such as site selection, building orientation, and spatial organization. Through meticulous analysis, we identify a half-land, halfwater site in Las Vegas as the optimal location for our gallery. Furthermore, we leverage the variability of lighting conditions across the four seasons to inform our final site selection.
In the realm of architectural spatial design, our model informs the creation of various elements including walls, ceilings, sculptures, and furnishings. By analyzing the distribution of study images, the machine model delineates the proportions of each component. Guided by these findings, we seamlessly integrate diverse elements to orchestrate a cohesive journey for visitors, transitioning from areas characterized by sharp shadows to those suffused with ambient light. At the heart of this progression lies a shadowless exhibition space, fostering an uninterrupted engagement with the showcased artworks.
and shadow play pivotal roles in defining the atmosphere within the space. The lighting effects vary, ranging from ambient shadows at one end of the gallery to sharp contrasts at the other. In the central area, a shadowless gallery creates a distinct ambiance.
Pattern Shadow Too Obvious Doesn't Work Work Well Work Well
Column Shadow Movies Portrait Landscape
MOVIE PORTRAIT
Ambient Portrait
Test Images (200): Landscape
Sharp Portrait
Sharp Landscape
LANDSCAPE
Ambient Landscape Test Images (200): Landscape
SITE ANALYSIS
We've examined the cities with the highest sunshine exposure globally and utilized this information as input for machine sorting. Across all four seasons, Las Vegas stands out for its consistently abundant sunshine compared to other cities.
ORGANIZATION STUDY
Most Sharp Ceiling
Most Ambient Ceiling
Most Sharp Wall
Most Ambient Wall
STAIRS & RAMPS STUDY
VR-Assisted Construction
For the core studio, we used VR and mixed-reality techniques to assist in constructing our full-scale model. Using Microsoft HoloLens, we designed and divided the construction process digitally. At the same time, we used MR hologram glasses to aid in the module construction.
First, we divided the bamboo wall into individual pieces and matched them to the real bamboo poles using a digital interface. By doing this, we measured the bamboo poles separately and used holograms to collect the data.
Next, through user interface design, we allowed the builders to see the rows and components they needed to cut. Each component was labeled and placed in a convenient location for easy measurement and cutting with the assistance of the hologram.
Overall, holograms provided a better way to visualize the entire structure without physically building it first. Additionally, it facilitated the accurate creation and assembly of each component. We used this MR workflow to build a full-scale module. This project aimed to explore the usercomputer cooperative process in real construction scenarios.
Cornell 2024.Spring Studio_Bamboo Tactic Instructor: Leslie Lok
Collaborator: Youwei Chai, Gemma Xie
For the core studio, we used VR and mixed-reality techniques to assist in constructing our full-scale model. Using Microsoft HoloLens, we designed and divided the construction process digitally. At the same time, we used MR hologram glasses to aid in the module construction.
First, we divided the bamboo wall into individual pieces and matched them to the real bamboo poles using a digital interface. By doing this, we measured the bamboo poles separately and used holograms to collect the data. I also applied my coding skills to design a data structure for sorting bamboo materials in a spring studio taught by Leslie Lok. These classes have inspired me to combine design with cutting-edge techniques.
c.Bamboo Data Input
c.Bamboo
c.Bamboo Data
c.Bamboo Data Input
c.Bamboo
a.Digital Aggregation
Construction Protocol
Mixed-reality Construction Protocol
Mixed-reality Construction Protocol
Notching Positions
b.Bamboo Selection
e.Physical Operation h.Physical Operation g.Digital Test Run
One Row Display Mode
d.Annotation on Components
2.)Components Placement & Assembling
e.Physical Operation h.Physical Operation
f.Annotation on Components
Next, through user interface design, we allowed the builders to see the rows and components they needed to cut. Each component was labeled and placed in a convenient location for easy measurement and cutting with the assistance of the hologram.
assisted Construction
In the second phase, we incorporate decimal numbers to calculate the status of cells, thereby introducing additional states. As depicted in the image, gray blocks emerge between the white and black ones, indicating the presence of half-life cells.
In the second phase, we incorporate decimal numbers to calculate the status of cells, thereby introducing additional states. As depicted in the image, gray blocks emerge between the white and black ones, indicating the presence of half-life cells.
In the second phase, we incorporate decimal numbers to calculate the status of cells, thereby introducing additional states. As depicted in the image, gray blocks emerge between the white and black ones, indicating the presence of half-life cells.
In the second phase, we incorporate decimal numbers to calculate the status of cells, thereby introducing additional states. As depicted in the image, gray blocks emerge between the white and black ones, indicating the presence of half-life cells.
Light Echo Sculpture
This project involves a sophisticated light tracking device and interface design that operates continuously. It is intended to be set up in a standard room to analyze and monitor the overall lighting conditions comprehensively.
The device works by identifying the highest points with the brightest colors, which indicate stronger lighting conditions compared to points with lower height and color brightness. The system uses continuously changing points as indicators, allowing users to interact with sunlight. This interaction is recorded by a webcam that captures and showcases realtime lighting changes.
The results demonstrate that the shape of the light is recorded and forms a dynamic sculpture. The color and shape of this sculpture change based on the lighting conditions, acting like a light 'echo.' This echo reflects the light continuously but with a slight delay, creating a visual representation of the light's behavior over time.
To achieve this, the setup requires a webcam as the sensor and a screen as the interface. The device relies on JavaScript code running on P5.js, which allows it to constantly refresh itself. This continuous refresh serves as the light echo recorder, ensuring that the sculpture is updated in real time.
The continuous nature of the system means that it not only captures the current state of lighting but also records the progression and changes in lighting conditions throughout the day. This allows for a comprehensive analysis of how light interacts with the environment, providing valuable insights into the dynamics of natural light.
Cornell 2023.Fall Electives_Long Exposure
Instructor: Ryan Whitby Independent Work
The device works by identifying the highest points with the brightest colors, which indicate stronger lighting conditions compared to points with lower height and color brightness. The system uses continuously changing points as indicators, allowing users to interact with sunlight. This interaction is recorded by a webcam that captures and showcases real-time lighting changes.
This project involves a sophisticated light tracking device and interface design that operates continuously. It is intended to be set up in a standard room to analyze and monitor the overall lighting conditions comprehensively.
To achieve this, the setup requires a webcam as the sensor and a screen as the interface. The device relies on JavaScript code running on P5.js, which allows it to constantly refresh itself. This continuous refresh serves as the light echo recorder, ensuring that the sculpture is updated in real time.
The results demonstrate that the shape of the light is recorded and forms a dynamic sculpture. The color and shape of this sculpture change based on the lighting conditions, acting like a light ‘echo.’ This echo reflects the light continuously but with a slight delay, creating a visual representation of the light’s behavior over time.
Moreover, this project opens up interactive possibilities for users, enabling them to play with sunlight and observe the immediate effects on the sculpture. This interactive aspect adds an engaging dimension to the project, making it not only a tool for analysis but also an artistic and educational experience.
The continuous nature of the system means that it not only captures the current state of lighting but also records the progression and changes in lighting conditions throughout the day. This allows for a comprehensive analysis of how light interacts with the environment, providing valuable insights into the dynamics of natural light.
Other Works
Urban Simulation_ Ithaca Public transportation System Urban Simulation_NYC Deliver System Study
I'm passionate about combining modern computational technology with design. During my studies at Cornell, I joined Panagiotis Michalatos’s studio, where I utilized a customized AI tool to enhance our design process. We trained our models using LLMs like 'alexnet' and 'vit_b_32' and applied techniques such as Pix2Pix to generate images that informed our form selection decisions.
Additionally, during the Urban Simulation course, I used Java in AnyLogic to study the urban public transportation system of Ithaca. This study provided insights into why students are often late for class and suggested optimizations for the bus system in various aspects.
This innovative approach was highly engaging, and I am eager to continue exploring these methodologies in my career, pushing the boundaries of design through technology.
Urbam Simulation of NYC Delivery System
Urbam Simulation of Bus System of Ithaca, NY
JaveScripts to Generate interactive Interfaces In P5.JS