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PORTFOLIO Paolo Alborghetti

00 Index


_Curriculum Vitae


_ Academic projects




_Professional experiences



01 Curriculum Vitae // PERSONAL INFORMATIONS


Paolo Alborghetti


Via vegino n.11 , Scanzorosciate, Bergamo (IT)


+39 3338697107



19 / 05 / 1985





01 Curriculum Vitae // EDUCATION 2014_

Workshop ”Motion graphics”, After Effects Tutor : Paolo Bonacina Organizaer: Ualuba


Workshop ”Sound visualizations” , MAx6+Jitter Tutor : Rajan Craveri Organizaer: Ualuba


Master degree (M.Arch) in “Architectural Urban design” Faculty of Architettura e Società Politecnico of Milano (IT) Research Graduation Thesis: “ The Red Queen Hypothesis: Chemotaxic stigmergic systems and Embodied Embedded Cognition-based strategies in architectural design” Advisors : Alessio Erioli ( University of Bologna, Codeit ), Ingrid Paoletti ( ABC Department, Politecnico of Milano)

2009 _ Bachelor degree in “Science of Architecture” Faculty of Architettura e Società Politecnico of Milano (IT) 2012_

Webinar ”Introduction to python scripting” Tutor : Gil Akos Organizaer: ModeLab


Workshop “L'ABC di Arduino”, introduction to physical computing Organizer: Frankenstein Garage (Milan fab-lab)


Workshop “Agentware” , AA Visiting School Rovinj (Agent based modeling in Processing). Tutors : Alisa Andrasek and josè Sanchez (Biothing, AADRL,Plethora project) Organizer: Architectural Association


Workshop “Advanced Grasshopper scripting” Tutor: Giulio Piacentino ( McNeel ) Organizer: codeit

01 Curriculum Vitae 2010_

Workshop “Parametric Design with Maya , MEL script and plug-ins” Tutors: Ludovico Lombardi (Zaha Hadid studio), Fulvio Wirz (Zaha Hadid studio), (Niccolo Casas (UCL, the Bartlett) Organizer: codeit


Workshop “MIAW : Parametric design with Digital Project ”. Tutor : John Nastasi ( Nastasi Architects) Organizer: Polimi

// PROFESSIONAL EXPERINCES 01 / 2014up to now

Arup (Milan, IT) : Architect Parametric design for structure and facade, scripting routines, advanced complex geometry management and interoperability between parametric, BIM and simulation software ( Rhino /Grasshopper, Revit, Oasys GSA) on ( among the non-reserved) the Metro stations canopies project in Riyadh ( Saudi Arabia), Zaha Hadid Tower Podium (City Life, Milan ,IT).and new Milan stadium (IT).

06 / 2014

IUAV University, Feltre (Venice, IT), “Parametric Construction Workshop: parametric environmental design methodologies”: Workshop Tutor. Master “Sustainable construction processes”, IUAV, Feltre (IT): Teaching parametric design, form-finding, energetic simulations.

03 / 2013

Politecnico of Milano (IT), ABC department : “Unexpected Materiality II : Weaving computation”, Workshop Tutor Teaching parametric design, form-finding simulations and digital fabrication ( CNC machine)

01 / 201307 / 2013

Decode bim (Paris, FR) : Architect Parametric construction details development and management, construction solution development, geometry optimization, software development for custom workflows for fabrication plans for Canopèe project (Berger-Anzutti studio) in Les Halles (Parigi). Facade design, analysis and optimization, parametric modelling and rendering of construction details for the CCTV project in Bordeaux by X-TU architects.

03 / 201303 / 2013

Politecnico of Milano (IT), BEST department : “Unexpected Materiality”, Workshop Tutor Teaching parametric modeling , form-finding simulations and digital fabrication ( CNC machine) (software: Rhino3D , Grasshopper, Kangaroo).

08 / 201212 / 2012

Politecnico of Milano (IT) : Teaching assistant. Teaching 3D modeling (Rhinoceros) and parametric design (Grasshopper)

01 Curriculum Vitae 06 / 201207 / 2012

Rutaltech s.r.l. (Bergamo, IT) : 3D modeller. Wood object design and form optimization for fabrication ( CNC machines )

03 / 201205 / 2012

Deotto architects (Bergamo, IT) : Intern. Permeable parametric facade design (new Health Spa project in San Pellegrino ,BG).

11 / 200907 / 2010

Buzzoni unifamiliar house : Project Architect Architectural design ,construction management and building site assistance. Freelance Graphic designer 3D modeling, rendering, for the building industry.


Dalla spcializzazione sportiva alla complessità dell'abitare, project publication. “Ipotesi di progetto per la società liquida” ( design hypothesis for the liquid society) , Cesare Blasi and Gabriella Padovano, Novalogos, 2013


Architectural Ecologies: Code, Culture and Technology at the Convergence, Conference publication. Symposium part of the European Meetings on Cybernetics and Systems , Vien , 2014. “ The Red Queen Hypothesis: Chemotaxic stigmergic systems and Embodied Embedded Cognition-based strategies in architectural design”


eCAADe 2014, Fusion, Data integration at its best, Conference publication. Northumbria University, Newcastle. “ The Red Queen Hypothesis: Chemotaxic stigmergic systems and Embodied Embedded Cognition-based strategies in architectural design”

01 Curriculum Vitae // SKILLS


Excellent ability to team work, collaborating with different professionals, work planning and time management for deadlines. Excellent managing of individual work . Easy learning of technical and theorical notions. Among my capabilities, my strongest attitude is creativity, that I express both in concept design and in more technical, tool-based, algorithmic aspects. In this field I can exploit my strong attitude for problem solving through critical thinking. I'm a designer, researcher, developer who uses computation to design creative solutions that improve the way humans interface with natural, built and socially-constructed environments, towards a wider ecological approach to design.


Very good sketching abilities, visual / generative / GFX art lover, deeply interested in contemporary mutual relation between science, technology, design and art.


Rhinoceros3D, Grasshopper + plug-ins (geco, weaverbird, lunchbox, kangaroo, Hummingbird, LadyBug, C#, python), Maya, blender, ecotect, Tekla BimSight, Revit Illustrator, Indesign, Photoshop, After Effects, sketchup, meshlab, topmod, Cinema4d, zBrush,Office, Autocad , V-ray. I am deeply interested in research and experiment new design strategies, combining advanced modelling with creative coding, through structured parametric control.

Programming languages

Processing (High level) C# (medium level) Python (base level) Rhinoscript (High level)


Experience in digital fabrication methods : 3d printing, cutting ( laser, blade ) and 3D model processing for fabrication.


Italian: native. English: IELTS 6.5 ( Competent user)

Car paper_


02 _Academic Projects


RITS is a project about the design of an intermodal station in the southern part of Milan,;The aim is create a new landmark and transportation central node for northern Italy. Starting form the analysis of Milan urban and agricoltural tissue development, a strategy based on the interpolation of superimposed grids has been implemented as planning guide.The station itself has been conceived as an articulated system which different elements coexist in : Volumetric composition mediated by green strips intrusions and covered open public spaces.The design of a parametric facade, based on rotating strips, regualtes the permeability of view bidirectionally (inside-outside) and produces interesting optical illusions of movement while riding the highway in front of the station.With its presence RITS is redefining city borders and and mediating the relationship inner dense city / outer green belt.

masterplan aerial view

grid 01


grid 02


plan grid 03


volumetric morphogenesis


02 Projects

axonometry Tectonical composition of volumetric elements


PT plan + 0.00

Optical perception Louvres rotation angle articulates visual permeability

02 Projects A2A _HEADQUARTERS TOWER The project area, situated in the centre of Milano ( Porta Romana) , is placed in front of a big abandoned train station area , one of the main targets of city redevelpment plan. The project request was an office building, with additional public and accessory functions. The project takes into account the builded street-front presence and the park, for tower basement morphogenesis , trying to reconnect urban tissue to the green area through morphing and folding processes. The tower is composed by 2 main volumetric unit, one rotated then the other. This rotation gives the tower a better insulating apport during the day. Furthermore it makes the tower more stable, providing multiple decentrated structural concrete cores.The tower basement, in its folding, creates multiple levels of access to the building, providing a layered system of open space, that mediates the relationship between public and privates areas. Main services ( like the hall, auditorium and canteen ) are located in the basement, while offices are distributed in the tower.

Parete in c.a. Pilastro HEM 600

canale scolo acqua


4 5


2 ascensore/montacarichi dimensione vano


cavedio tecnico


cavedio scarichi servizi Scala 20 alzate alzata ascensore/montacarichi dimensione vano

Optimal volumetric orientation for radiation caption


Public functions

Volumetric set-up


Parete in c.a.

cavedio tecnico 180 x 270

Typologic tower plan

Scala 24 alzate alzata

Pannelli sandwich autoportanti

pilastro in c.a.

Scala 24 alzate alzata

uscita di sicurezza


REI 90



griglia aerazione parcheggio

REI 90

cavedio tecnico

griglia aerazione parcheggio


Ascensore dimensione cabina 110 x 130


Vector field from Vecto CFD analysis for facade module orientation uscita di sicurezza

cavedio scarichi servizi




Detail griglia aerazione parcheggio


2.1 parete in

cavedio scarichi servizi


+ 67.50m

livello +16

+ 63.50m

livello +15

+ 59.50m

livello +14

+ 55.00m

livello +13

+ 51.50m

livello +12

+ 47.50m

livello +11

+ 43.50m

uscita di sicurezza

+ 71.50m

livello +17



+ 27.50m

livello +6

+ 23.50m

livello +5

+ 19.50m

livello +4

+ 15.50m

livello +3

+ 11.50m

livello +2

+ 7.50m

livello +1

+ 4.00m

quota di spiccato

Âą 0.00m

livello -1

- 3.50m

ascensore/montacarichi dimensione vano

griglia aerazione parcheggio

+ 31.50m

livello +7


REI 90

ascensore/montacarichi dimensione vano

cavedio tecnico 180 x 270

- 7.00m

livello -3


quota di scavo

- 13.50m

uscita di sicurezza

Pilastro HEM 600


Parete in c.a.

Scala 20 alzate alzata

cavedio scarichi servizi

Pannelli sandwich autopor-

livello -2

uscita di sicurezza

livello +8

Scala 24 alzate alzata

+ 35.50m

uscita di sicurezza

+ 39.50m

livello +9

uscita di sicurezza

livello +10

cavedio tecnico

Parete in c.a.

parete in cartogesso

+ 75.20m

livello +18

Scala 24 alzate alzata

intradosso solaio di copertura

Detail Section Plan level 0.0

Aluminium hhoneycomb mod modules,folded from ssingle sheet glass facade+ external skin structure

02 Projects

REI 90

02 Projects STOCHASTIC PERVASION _Urban prosthetics Stochastic Pervasion is an immersive research project into radical experimentation of the power of random. The project aim to create a continuous infrastructure into Milan urban tissue, extending the city potentials not only with new functional requirments, but also through new way of perciving space and experience architecture as radical awe experience. The new designed scapes intentionally disrupts common city user life experience modifing thei cognitive patterns . The design process started from proximity anlysis, indivduating the most prolific development path for the project, finding then the focal points, individuated from the intersections of the blending curve spreading from each potential city center. The design strategy is based on a combination of bottom up experiments on modulating and influencing random function (used for base folded unit distribution, orientation,and morphing) with data flow coming from the analysis, and top down checking of the spatial configuration created by the stochastic function. The always surprising spatial configuration created confirms how lack of control in computational design remains focal issue of interest.

proximity Analysis: green system, education system, security system, social services system

HEM 600

Blend shape Analysis: Focal points for development individuated as intersections Prototype space Analysis Folding experiments between propagation of iso ( activity ) curves.

02 Academic projects TRQH_THE RED QUEEN HYPOTHESIS_ Bolzano Milano

Master degree (M.Arch) , Graduation Thesis : “ The Red Queen Hypothesis : Embodied Embedded cognition in chemotaxic stigmergic systems” Advisors : Alessio Erioli ( University of Bologna, Codeit ), Ingrid Paoletti ( ABC Department, Politecnico of Milano)


Lecco Varese BERGAMO


Aosta Brescia


Abstract: The Red Queen Hypothesis is a research project about parasite architecture, developed in the field of stigmergic systems, swarm intelligence and Embodied Embedded Cognition. The project is developed with the aim of answering the increasing redevelopment request of abandoned post-WW2 buildings in northern Italy, proposing an alternative approach to requalification through processes of intrusion, adaptation and growth, focusing on the relationships  between different systems (host/parasite) and innovative fabrication techniques. Parasiting is a phenomenon where a system exploits resources from another system to thrive and replicate. The original system is not destroyed, however, it becomes an extension of the parasiting system. In order to revitalize an abandoned factory that has become an urban landmark for the community, a parasiting strategy has been implemented through agent based systems. Agents’ cognitive capacities to perceive the environment, that is the driving factor for adaptation through indirect coordination, have been exploited to investigate emergent and adaptive morphological configuration of semi-rigid bodies, related to existing structures and systems. Starting from the theoretical premises found in Jeff Jones' paper “Characteristics of Pattern Formation and Evolution in Approximations of Physarum Transport Networks”, the classical multi-agent system model has been extended with chemotaxic stigmergy (the capacity of perceiving and react to chemical gradients of concentration), which has been used as cognitive substrate for a continuous feedback loop with the environment (modeled as a discreet 3-dimensioal non-isotropic voxel field with tensor data in each voxel) and for indirect coordination between agents. Space negotiation, emergent pattern formation and performative skills have been explored through simulations of multiple populations of agents, competing for resources. Chemotaxic approach potential has been explored on a multiplicity of scales through a series of digital simulations ranging from volume morphogenesis to surface discretization. At a larger scale, Embodied Embedded Cognition (emergence of conscious and intelligent behaviour from the interaction of brain, body and world) has been experienced introducing topological shapes for the exploration of adaptive morphological capacities, through soft-body modules (via Verlet integration), instantiating agents over discrete spring-based mesh lattices. Soft-body morphologies are influenced (through gradients of spring stiffness modification) by continuous agent pheromone perception. At a finer scale, thanks to the development of a custom strategy for mapping 2D simulation to 3d topological space through undistorted projections, surface's intricated tectonics are the result of multiple population of agents acting influenced by several parameters, including both performative and design-based ones. Population of agents fight for space negotiation creating fiber-reinforced composites through two different methodologies: the first based on matter accumulation through additive deposition (compliant with contemporary additive manufacturing processes) and the second based on fibrous system through non-woven networks methodologies. The purpose of the Red Queen Hypothesis is introduce in the computational design process increasing degrees of emergent behavior empowered by cognitive systems that are inevitably influenced by body consciousness (which is also a pivotal argument for AI cognitive protocols) and how this potential can be translated and exploited through contemporary fabrication methods (this last part is the object of future developments).


Pavia Venezia Piacenza Ferrara

Alessandria Reggio Emilia

Parma Torino





Pistoia Prato

Genova LaSpezia


Firenze Livorno

materiali da costruzione 8%

metallurgia 5%

legno e carta 5% metallurgia 5%

alimentari 5% legno e carta 5%

chimico 3% alimentari 5% meccanico 50%

meccanico 45%

Simulations videos at : Software / Platforms : Processing , Maya, Ecotect, rhino , grasshoper, Oasys FEA,.

tessile e vestiario 10% chimico 13 %

tessile e vestiario 13%



materiali da costruzione 8%

tessile e vestiario 45% meccanico 60%

meccanico 52 %

tessile e vestiario 48%



metallurgia 25%

metallurgia 60% meccanico 40% meccanico 75%




- The river - The road - The sides - The hystoric centers

- XIX century and industrial development - concrete, fabrics, paper, stone - 1884 - 1911 Val Seriana Railway opening

- Post WW2 and economic development - new infrastructures - Car-way developments - 1967 railway closure.






BIO-la b

Entropy as unavoidable process of decay

learn by doing study rooms

art/science center


collaborative environments


empowered perception of the lived moment

workshop room


shop/bar equipment warehouse The abandoned factory as entropy manifestation within urban tissue

Interface : device for processing reality = preceive layers of perception

Prosthetic interfaces

ALGORITHMIC LOGICS chemotaxic model

Flocking algorithm

Technology as guiding principle for prosthesis exploration

alpha angle

tai l

left sensor replacement and empowerment of the missing limb



right sensor

art / writing


Emergent assets

DIY movement



pheromone field

STIGMERIC GRAMMAR Starting from the theoretical premises in Jones (2010), the classical multi-agent system model has been extended with chemotaxic stigmergy, the capacity of perceiving and react to chemical gradients of concentration. The environment has been modelled as a discreet 3-dimensional non-isotropic voxel field with chemical gradients encoded as tensor data in each voxel. The tensor model allows the embedding of multiple information layers such as solar radiation, stress and any other pervasive information the designer might consider relevant. Agents can selectively read and write data from the environment and change their behaviour accordingly: such continuous feedback loop allows for indirect coordination among agents system and intercommunication among different agent systems within the same environment. Space negotiation, emergent pattern formation and performative properties have been explored through simulations of multiple populations of agents competing for resources. Chemotaxic approach potential has been explored on a multiplicity of scales through a series of digital simulations ranging from volume morphogenesis to surface discretization. These simulations are built upon a common framework, called stigmergic grammar, that involves 2 large agents populations, in order to better experiment emergent pattern formations and space negotiation. Each agent perceives pheromone deposition from its population mates, but eats pheromone from the other one; the pheromone field thus acts as communicative substrate for agents relationships (avoiding heavy neighbour search and proximity calculations). The multi-populated system grows along the Z axis, casting material and mutually avoiding trails networks on each loop. The 2.5D simulation was chosen as a simplified initial setup that allowed two important features: simulate growth over time and be applied to isovalues surfaces obtained from the voxel space.



struttura springs

nodi agents

EMBODIED EMBEDDED COGNITION IN SOFTBODIES SIMULATIONS The stigmergic grammar has first been applied to the scale of the existing building. Initial information extracted from the site analysis such as main access points and possible flows through the area, were passed to the agent system in the form of spatial information data as inputs parameters and system constraints. A series of simulations have been performed (isosurfacing the density values field), producing a taxonomy of outputs, a catalogue of possible spatial configurations among which choose by means of space continuity and permeability criteria in order to feed next generation simulations. The designer exerts different levels of control over the bottom-up emergent process: although he/she does not impose the final outcome, he/she has the possibility to affect the self-organization capacity of the multi-agent system or channel it in pre-traced design paths (i.e. making it work on a designed morphology). Still at the building scale, in the attempt of introducing features from Embodied Embedded Cognition theory (emergence of conscious and intelligent behaviour from the interaction of brain, body and world) for the exploration of adaptive morphological capacities, a further simulation step has been implemented by introducing softbody modules. Softbodies are adaptive morphologies built by instantiating agents over discrete spring-based mesh lattices (coded via Verlet integration), influenced (through gradients of spring stiffness and particle forces) by continuous agent pheromone interaction. Here data flows directly from agents’ sensor-based perceptual system to body configuration; informed topologies produce shapes layouts that modify the information pattern, its distribution on the softbody itself and the environment, feeding back into the agent system until a stable configuration is reached. The final configuration has been chosen after series of simulations on a wide range of mesh samples; those simulations evidenced that closed manifold meshes (deriving from genus 2 meshes), led to an interesting compromise between designer’s control and systemic variation in terms of outcomes. Agents instanced on vertices are obliged to relate to agents/mesh vertices neighbour, avoiding mesh collapse (which was often happening with non-manifold meshes).

agents vertices

fabric particles

pheromone diffusion


intrusione particles

spring structure

The purpose of the Red Queen Hypothesis is to investigate alternative proposals in the topic of building redevelopment through parasitism; in order to explore such strategy it is necessary to introduce in the computational design process access to increasing degrees of self-organization and potential emergent behaviour. Continuous data flow processing empowered by cognitive capacities of multi-agent systems that are influenced by body consciousness (which is also a pivotal argument for AI cognitive protocols) can provide such access with very promising potential that, although it needs further investigation, already delivers interesting outcomes on the aesthetic, tectonic and spatial levels.

structural stress map FEA normal growth



sensor distance

solar radiance analysis


radius angle

design based - vertices weight paint

normal growth z


sensor distance


radius angle

MATTER MULTIPERFORMANCE AND FABRICATION METHODOLOGIES At a smaller scale, thanks to the development of a custom strategy for mapping 2D simulation to 3D topological space through undistorted projections, the surfaces intricate tectonics are the result of multiple populations of agents acting influenced by several parameters, including both inherited-endogenous (such as performative ones) and intentional (designer decisions).Mesh vertices acted as tensor space, embedding different weight layers derived form solar radiation analysis and FEA structural stress analysis (both mapped as RGB values map). A third layer (again, there is potentially no limit to the number of information layers embedded) has been implemented to let the designer influence intentionally the growth process by painting mesh vertices weight. During each loop agents read the data directly from mesh vertices, and translate it into behavioural outcome (which include feeding back a change in the same data that was read). Proprieties and parameters of the agents cognitive system has been assigned to each weight layer, with the precise intent to do not control directly agents movements, but only influence their environment perception and consequently the way they translate perceived and embedded data into structured configurations, like spatial layouts, matter organization and structure formation.Population of agents fight for space negotiation creating fibrous based material systems in two different ways: the first based on matter accumulation through additive deposition (compliant with contemporary additive manufacturing processes) and the second based on non-woven networks methodologies.

03 _Competitions

03 Competitions INNATURE II _FF Competition Flying Foliage The project is a bout a natural center situated in California (US) in the sequoia park.In this park the users will find the oldest living being on earth. Enormous trees and amazing landscapes. The aim of the project is build a relationship with existing trees and give the users a new way of looking at these enormous beings.The building is mobile. With the help of inflatables baloon can slowly fly and reach the top of the trees. In this way users can observe this macro-ecology form a non-human scale and point of vision.While doing this the building doesn’t damage the existing sequoias (not anchoring to them). This continuous movement do not produce noise (as machines or planes do) preserving the silent and the atmosphere that the user find in these places. Anchored to the ground with a cable, the building can get back to the ground after floating in the air.This produce an interesting contraddiction: on one side you can find these heavy and big trees that pass their wieght to the ground through compression, on the other side the building that float in the air,cable-anchored in tension like pure lightness. floors organization main wood structure secondary frame :opening structure + baloons pocket

plug-in volume : natural center

volume anchored to the ground osed shell - full closed -carry users/people p p -provision on supply pp y -relationn with the ground level

basement : ground entrance terrain : sequoia park

volume uunsnapped nsnapped in th air (10-30 (10 30 metrs): -areostatic ic baloons begin g to inflate -shell begin gin to open : medium permeability of vision

inflatable baloons : 40% opening facade surfaces anchoring cable with pulley for “back to ground” plug-in

volume floatingg in th air amongg sequoia’s q floiage (100/110 meters): -transparent arent areostatic baloons fully inflated -shell fully opened : largest permeability of vision

permeable eyesight through rregular wood external cladding

full inflated baloons + 85.00 m + 20.00 m

03 Competitions OAB _Bergamo Architects Chamber Pavillion Competition The project is an entry for the competition organized by the architects chamber of Bergamo (IT), which was looking for innovative ideas that could represent the contemporary role of architects, using given materials ( by breaf : polycarbonate panels). Starting from the assumption that the contemporary role of architects is pervaded by computation and , at different levels, by the application of mathematics , an explorative framework for multiple solutions has been built upon the combined application of sin and cosin functions to a rotational field influencing panels orientation. In this way the user explores a continuos space of change, a space of possibilities, where the variable configuration of panels orientation influces the flow paths, the points of view or simply creates differents situations, like seating, screen wall for projections, planes for object / projects expositions.



nylon cables

main structural steel profile

panels for projections structural pillar steel profiles









03 Competitions EVOLO 2014 _Sand-scraper framework for desert reapropriation Competition Desertification is a phenomenon that ranks among the greatest environmental challenges of our time. Although desertification can include the encroachment of sand dunes on land, degradation of dryland ecosystems by human activities and by climate change. The injector seeks to trigger processes of reappropriation of adverse territories for human survival, especially desert environments( instead of common natural ground consuming inhabitation processes) through innovative methods for processing matter , thanks to the biggest renewable energy source we can exploit : the sun. Nowadays we're facing with issues of energy production and raw material deficiency. The project exploit the potential of desert resources, where energy and substrate material are abundant. The main project potential lays in its productive core, composed by platforms and machines for 3D sand - sinter . The blades, that compose the facade ,can be dynamically oriented to optimize solar energy harvesting and to reflect and converge sun rays to the core tower , where the sintering takes place. This machine prints minimal living modules from sand silica ( in the form of quartz ) that can be stored in stations inside the tower structure. The sintering machine also creates sand structures at the bottom of the tower and covered areas (oasis ) in the desert where the living modules can be placed and benefit of the conditions provided by these structures (shadows, air flow circulation, humidity accumulation) obtaining basic conditions for trees and plants prosperity and diffusion. The Injector is a framework that can be built out of site. Initially assembled as pure structure with only body skin and sinter machine, it can be then moved to the site, where, thanks to its mobile arms, it can orient itself for optimal sun energy capture. The project suggest a shift in the way we conceive hi-rise building, our understanding of this typology in relation with the concept of living, inhabitation and sustainability.

03 Competitions AJS Arduino Jam session : chebbomba! Competition

base sphere

contour sectioning

3DS 3D Smash : OSSO Competition

laser cutted sections


face extrusion

form finding

back end : arduino set

exploded final model Chebbomba! is an Arduino project built in one day and one night at the Jam Session organized by the Physical Computing Lab in Milan during 2 intsive days, with the aim of creating a competitive game reusing elettronic trash. It's a bomb made out of felt with an ID12 RFID reader inside and 3 LEDs that come out of the fuse. Each LED has a different color that matches each of the player's glove. The purpose of the game is to pass the bomb when a LED turns on and the device recognize if the receiver has the same color of the LED by reading a RFID tag embed inside every glove. If the bomb is not "defused" in time, it plays a theme from star wars. Nerds to the bone. Demo video of the game at :

front end : felt laser-cutting for the enclosure

final game set up up

3D Smash was a fast track competition ( 1 day ) about open design , focused on the hands-on approach to creative desing through 3d printing. The theme of the competition was “ explain 3d printing to your grandma! �. For this reason OSSO project was design to : first help people to recicle empty plastic bottle, using this objects as elements for creating always new objects, second propose a modular object that can be easly assembled with a friendly and tactile apparence, third help old people to face one of the their bigger problem : helping puoring water from almost empty bottles to other bottles. It ends up that , during competition party, the printed object showed one possible emergent functionality : instantaneous cocktail making ( combining at the same time the different alchool ingredients!).


04 _Professional experiences

04 Professional experiences DECODE _”Canopèe des Halles”, Parigi STUDIO, PARIS Parametric design, optimization and egeneering processes, BIM models, scripting The Berger-Anzutti design, winner of the international competition in 2007. The project consists of two buildings (the batiments) connected by a large canopy (with a maximum span of 96 meters), the Canopée; we were responsible for all aspects of engineering and manufacture of the elements that compose it. This canopy is divided into three zones: the Canopée Lescot, Petite Lescot and Canopée Patio, in turn composed of 15 “ventelles”. The most striking parts of the Canopée are certainly the yellow glass panels (over 5400) upon which all the aesthetic, technological and structural strategies are based. In the engineering process we drew three-dimensional construction elements with the aim of achieving manufacturing through the use of parametric logics based on architectural, aesthetic, structural calculations and the needs of the building enterprise. We maintained constant contacts with the latter enterprise to monitor the correctness of the details in the two-dimensional conception. These phases were combined with important checks such as clash detection (i.e. verification of intersections between elements and minimum distances verification made using Tekla BIM Sight), analysis (including metric computations) and optimization processes to respond to the needs of the manufacturing company and save costs.. I have also worked on the development of scripted custom pipelines for serial production of technical detail drawings for fabrication directly from 3D parametric model in rhinoceros3D/ Grasshopper to Autocad ( C# ). Software : Grasshopper , Rhino , Excel , Tekla BIMSight , C# scripting

functional diagram _Berger-Anzutti studio

masterplan view_Berger-Anzutti studio

rendering _Berger-Anzutti studio

Glass panels disposition

Section_Berger-Anzutti studio petite canopĂŠe





v9 v11 v10







v2 v1 canopĂŠe Lescot

couteaux BAS

mock-up PThe mock up in the construction site in Les Halles, Halles Paris

panneaux BAS

corniere & parclose BAS chape

nervure sup

panneaux corniere & parclose

ceneaux ventelle nervure inf panneaux BAS montant


collecteur central panne meridien inf

griffes BAI couteaux BAI

04 Professional experiences DECODE _”Centre Culturel et Touristique du Vin”, Bordeaux (X-TU architetti) STUDIO, PARIS Parametric design, optimization and egeneering processes, BIM models Designed by the French studio X-TU, the complex shape of the CCTV was inspired by the wish to evoke the movement of wine in a glass. My work focused on discretization of the façade, implemented by Evolute, and focused on the optimization of the number of planar and cylindrical circular panels as opposed to "cylindrical general" panels (general extrusions of curves). The selection of the panels in the first two categories was achieved by employing strategies that could reduce the divergence of these from the base geometry modeled by X-TU, including as "valid" all the panels that presented a divergence of less than 20mm. For the general cylindrical panels we worked to reduce the divergence, even dividing them if necessary, and converting them into poly-arched panels (featuring the extrusion of a maximum of 3 arches with 5mm tolerance with respect to the origi- nal panels). Together with this discretization we made analyses reported in excel files that established for each panel: type, area, number of sides, length of sides, radius of curvature, slope, divergence from the reference geometry, divergence with respect to the “lisses”. We also performed parametric modeling and analysis of BLC, chandelles, lisses, bac acier and voliges (two different strategies for infill walls). I developed a new facade design based on ETFE surfaces. The material behavior has been explored through a series of physical simulations relaxing constrained meshes. BLC: laminated wood beams Chandelles: support for lisses relying on the BLC Lisses: tubular steel frame on which panel support joints are welded Bac acier: corrugated metal sheets, acting as infill between the BLC Voliges: wood joists, acting as infill buffer between the BLC

rendedring made by X-TU

BLC_laminated wood beams

Softwares: Grasshopper + kangaroo + lunchbox, Rhino , Excel , V-Ray development of façade discretization made by Decode initial step of tessellation (56% curved panels) double curvature panel subdivision

middle step (faceting) all planar panels

final step (refinement) all planar panels

Discretization of the basic geometry operated by Decode. Depending on the demands of clients, our work has been focused on the presentation of four alternatives that decrease manufacturing costs.

Variant A: glass and metal, all planar panels except for a strip along the tore area Variant B: all-glass (with different screen prints), all planar panels

Variant annt A

Variant C

Variant B

Variant D

Variant C: ETFE model. Variant D: ETFE + glass model.

04 Esperienze professionali three-dimensional processing of the construction of 25 details, in response to the client’s request, to display the solutions proposed by the companies. parametric modeling: laminated wood beams (BLC); bac acier (corrugated); thermal insulation; chandelle (positioning); lisses; support panels joints; panels manual modeling: reference model for chandelle; waterproofing; channel for rainwater collection


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2 8 9 3 7



1. laminated wood beams (BLC) 2. 2 bac b acier i (corrugated ( t d steel t l sheet) h t) 3. thermal insulation 4. waterproofing 5. chandelles 6. lisses 7. panels joints support 8. metal or glass panels 9. rainwater runoff channel

04 Professional experiences POLITECNICO OF MILANO_Unexpected Materiality Workshop WORKSHOP Workshop tutor, teaching, digital fabrication The Aim of the workshop was to introduce the students to computational design strategies through a holistic approach to the design process.I’ve been teaching the base of visual scirpting and procedural modeling and i’ve introduced the students to grasshopper and Kangaroo. Thanks to physical simulation the partecipants have collaborated to create a pavillion project, card-board made, designed experimenting stable configurations of catenary relaxed meshes.After this phase the students has been guided to approach 3d model processing, nesting and digital fabrication through CNC machines.. Softwares : Rhino, grasshopper + kangaroo , rhinonest,

04 Professional experiences BUZZONI HOUSE _Bergamo, Italy PROJECT ARCHITECT Concept design, structural design, interior design, construction site assistance The Buzzoni Unifamiliar house has been designed and built during year 2010. I was responsable for the whole design process, from the concept design, relating and answering client requests, to the building site assistance and final building delivery. The main idea was to create a continuous open space in the living room, running from the inside directly to the exterior terrace.This gives the house an amizing outdoor view, being the house placed in an amazing hill landscape,characterized by grape cultivation and wine production ( Moscato of Scanzo). The house is a hybridization between traditaional architectural house configuration and contemporary desire for innovation. The living room configuration requested an ad-hoc structuaral design. Focusing on the concept of a continuous inside/ outside space, I decided to avoid the implementation of a chain to keep the truss structural configuration.For this reason, shown in the picture below, a HEA profile, joint with plates to receive the main wood beam, has been added. This wodd / steel configration , gave the house more then a efficent structere, it also contributes the blending perception between tradition and innovation.

05 _Research

05 Research GENERATIVE _Research Parametric

STOCHASTIC PANELING SW : Rhino + Grasshopper

Flip Patterning SW : Rhino + Grasshopper

mesh curvature Approximation + iso- curvature lines SW : Rhino + Grasshopper

volumetric sectioning SW : Rhino + Grasshopper

Physics based wrapping for functional program-based volumetric definition+ stress analysis SW : Rhino + Grasshopper+kangaroo+autodesk mulyiphysics

05 Research GENERATIVE _Research Parametric

Additive transformation SW : Rhino + Grasshopper

particle attraction + isomesh SW : Rhino + Grasshopper+ kangaroo

procedural mesh bridge + relaxation SW : Rhino + Grasshopper + kangaroo

minimal surfaces SW : Maya

CFD fluid importer from maya to rhino / GH SW: maya + python, rhino, grasshopper

05 Research GENERATIVE _Research Parametric

Intensive tangential field based object orientation + noise function SW : Rhino + Grasshopper

folding surfaces SW : Rhino + Grasshopper

Canopy form finding SW : Maya + ndynamics

orbital particles + isoMEsh SW : Softimage ICE +Maya

Additive transformation II SW: maya

05 Research GENERATIVE _Research Parametric

Morph trajectories SW : Cinema4D+MoGraph

Julia Formations SW : mandelbulb3D+PS

Scattering Vortices Platform : processing, Cinema4D

twisting sectional mesh SW : Modo+PS


Chemotaxis strigmergy + food source Platform : processing

Vector steering strigmergy + attractors/repellers Platform : processing

Fibrous systems Platform : processing

field based percolation Platform : processing

Vector steering stigmergy + isomesh Platform : processing


spring-chained agents + trails Platform : processing

spring based Tripods and agent based interaction Platform : processing

morphological variability of tri-mesh + springs + agents Platform : processing

3d chemotaxis + isomesh Platform : processing

non woven networks + pheromon based isomesh Platform : processing


bone structures approximation based on chemotaxis + voxel preview Platform : processing

softbodies (quadmesh + verlet springs + agents ) topologies and emergent interaction Platform : processing

Agent based DLA + verlet spring simualtion Platform : Proscessing

Mouse selection-based agent instantiation over mesh / softbody Platform : processing

Portfolio_Paolo Alborghetti 2014