
28 minute read
Mars exploration boom Space Industrialization Start of Mars Colonization
by Qi Qi
Precolonial Era Network of Martian City-States
The European Space Agency (ESA) and the Russian Federal Space Agency (Roscosmos) have announced that ExoMars 2020, originally scheduled for launch this summer, has been officially postponed until 2022.
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ExoMars landed at the bottom of the Milas Canyon on the surface of Mars. After months of analysis of the atmosphere and surface weathering layer, it found a large amount of methane and a wide variety of sulfates. This can only be the result of organic reactions, that is to say, the conclusion that organic matter exists on Mars can be basically finalized. The spread of this news shocked the world, and human enthusiasm for the exploration of Mars has reached an unprecedented height.
More than 30 countries including China, the United States, ESA, Russia, Canada, Japan, and India have jointly announced that the first manned landing on Mars will be carried out within ten years.
The landing module carrying 3 astronauts landed at the foot of Mount Helopentes on the western edge of the Greek plain on Mars. This is the first time humans have landed on an extraterrestrial body other than the moon. The development of the two-hundred-yearold Martian virgin land is about to start.
Due to the turmoil of the international situation, the cooperating countries have serious differences in the right for the research results of Mars, and the manned landing technology is also facing the danger of being monopolized. The International Mars Development Organization has no real power, and the largest international cooperation in human history is on the verge of bankruptcy.
The powerful aerospace powers have put forward a development strategy of "space industrialization", supporting their own aerospace companies to seek economic stimulus. New industries such as interstellar communications, transportation, extraterrestrial energy, mining, low-gravity manufacturing, and rail tourism are beginning to emerge.
The advancement of technology has led to the annual reduction of the cost of spaceflight, and the competition in the space market has become increasingly fierce. The low-Earth space market with development value such as the moon, C-type, and M-type near-Earth asteroids has long been carved up by major space companies.
People begin to realize that the industrialization of space has essentially hindered the development of deep space exploration and interstellar migration. It has only brought new economic entities with strong power and influence on the world situation. The idea of colonizing Mars begins here.
The Interplanetary Migration Bureau, the first institution in the history of space exploration to engage in interplanetary migration, is established, and responsible for the coordination and preparation of Mars migration in the following years.
Twenty Martian settlers from all walks of life and nationalities landed in the southeastern part of the Ihidi Plain near the north-south boundary of Mars, announcing the beginning of the pre-Martian colonial era.
In the early days of Mars colonization, due to the consideration of resource reduction and communication cost, various interstellar immigration bureaus consciously gathered to establish colonies. In the era when the information and logistics network of Mars has not yet been established, these clustered colonies have naturally developed into an economic entity that can achieve internal self-sufficiency, which transcends the organization (covering the concepts of countries, cultural circles, and national entities on the Old Earth) The human settlement entity gradually evolved into an existence similar to a city state. Martian residents call it Pan-Organizational Large Independent Settlement (Pan-Organizational Large Independent Settlement), or POLIS for short.
In 2200, with the application of quantum communication technology, the era of quantum communication code-named Q was announced. Interplanetary Communications, the largest communications provider among the Martian states, monopolizes services including Earth-Martian communications, asteroid-Mars communications, Earth-asteroid communications, and Mars interstate communications.
In the Q era, people on Earth no longer have to stand in front of the screen and endure the ten-minute communication delay, just to witness a beautiful Martian proton aurora, or to watch an exciting vertical football tournament.
The power of information has long been known. In order to respond to the urgent needs of people on Earth and Mars for real-time information with rich content and novel forms, Interstellar Communications has reached cooperation with Interstellar Immigration Bureau, Orbital Tourism Bureau, Institute of Planetary Geology, Mars Real Estate Development and other companies to start the Live on Mars project ,and therefore to use the influence of mass media to attract investors and promote the development of Mars.
The main content of the Live on Mars interstellar network media platform is to use live webcast to truly record the daily life and scientific research of Mars scientists, including biological experimental research, geological exploration, and the entire process of Mars tourism resource development, or invite celebrities to experience life on Mars and produce variety shows. It has both knowledge popularization, educational significance and entertainment.
The first colony to reach the size of a city-state was Tetrapolis in the Plain of Ihidi. The name of this citystate is derived from a certain superstition of the old earth astronomer Kepler-he compared the five convex polyhedrons with the time. Corresponding to the five known planets, Mars corresponds to the regular tetrahedron.
After half a century of development, the seven citystates/special administrative regions have mutually benefited each other and competed to achieve the best of star development. A huge number of satellite cities have developed around the city-states, forming a complex city network. Due to the rapid emergence of Martian cities, communications, mining, and tourism have also developed rapidly. In addition, the special materialized environment of Mars has also given new directions for some disciplines that have encountered bottlenecks in their development. Science-based ideas have been widely disseminated in various city-states.
Four Martians is an extremely popular group anchor on the Live On Mars channel. It became popular throughout the interstellar network less than a year after its launch. Its programs subversively combine science and interest to create impressive program effects. There are four members of the group, and their occupations are producer, technician, biologist and geologist. Different from regular home broadcast anchors, Four Martians has a mobile live broadcast base called MLV (Moving Live Vehicle), which travels among major city-states all year round and arrives at the next city-state every Martian month for supplies. The rest of the time is spent cruising and livestreaming across the vast uncharted terrain of Mars. The programs include interesting ways to show scientific research routines, cruises in the natural landscape of Mars, and visits to the remains of the Mars rover. Sometimes even in the monthly city replenishment, celebrities or idols in the city will be invited to the mobile vehicle as guests to live broadcast their daily parade on Mars for the audience.
Congolese American, a third-generation immigrant, and the adopted son of a director of Interstellar Communications, embarked on a live parade to pursue his ideals.
He is the manager and host of the Four Martians team and responsible for the production, directing and hosting of the show, as well as the production of the documentary. In addition, he has a lot of research in psychology, and he is good at psychology and activating atmosphere.
Japanese and Icelandic mixed race as well as the first-generation immigrant, born in the C-120 asteroid mine, came to Mars to seek a way out. He is the technical support of the team, responsible for operating and maintaining equipment, controlling energy consumption, and handling various emergencies. He assists in scientific research when necessary. In addition, he is the soul of the mobile live vehicle (MLV)-the driver.
Chinese, the fifth generation of immigrants. As a total Martian, she is obsessed with the green waters and mountains of the old earth, and regards the Martian ecological environment as a lifelong ambition.
Responsible for taking care of the physiological health of the team. Conducts various plant tissue culture experiments in the cabin. The master chef of MLV. Note: Strictly distinguish between experimental supplies and ingredients!
German-Jewish, the first generation of immigrants. He set foot on this desolate planet with a devout faith, persistently looking for the so-called promised land. Leader of the team. Responsible for the exploration of minerals and water resources. His strong physical fitness makes him an expert in EVA. In addition, He is also responsible for weather forecasting, terrain surveying and planning of moving routes.
difference between inside and outside the building. Once an explosion is occured, the air pressure imbalance is easy to cause serious effects on life. Not only should the air tightness be strengthened, but also gas partitions should be set to ensure that the pressure imbalance of one partition is not affected by other parts. TEMPERATURE
The

It is cold at night on Mars, but the atmosphere is thin and there is little heat exchange. Insulation is not necessarily a priority.
Mars atmosphere can not isolate harmful radiation from the universe. While making use of natural lighting, we also need to protect ourselves from radiation.
The process of exploring Mars involves a lot of long-distance travel, so you need to carry a lot of supplies and even extract resources from the environment. If you want to work for a long time, you need to rely on farming to ensure the supply.
METEORITES
More than 200 small meteorites or fragments of comet debris hit Mars each year. The mobile vehicle could be protected from collisions in combination with astronomical observations. We need to design two states of the base station: mobile and stationing.

The Martian atmosphere is so thin that even 180m-per-hour storms don't generate much wind pressure and barely blow structures. Sometimes the wind even has the benefit to blow the dust off the solar panels.
Unlike a still structure, the design is like a basic life form rolling on Martian surface, with interactive interface and interior space. We take cell as the design concept, referring to the earliest form of life in evolution and the way it adapted to environment. The design is a moving live vehicle made of deformable smart materials to move and station on Mars. The interior space can divide and fuse like cells, and carry function units (furnitures and machines) that act like organelles with their own functions. With the idea of deconstruction, we regard architecture and people as a whole, people as the brain of architecture, and architecture as the extension of human body. The interaction between people and architecture is of particular concern to us.
The composition of MLV includes outer interface, intermediate layer, inner interface and function units. The outer can adapt to the terrain while moving or stationing. At the same time, the interior can instantly form space with stability according to the needs of users.
Smart Surface
Both the internal and external interfaces of MLV are interactive surfaces to change shape at any time. For the outside, the interactive surface fits the ground more accurately, providing the necessary friction, thrust and traction while moving. The relative movement of the outer and interior is to ensure the stability of inner rooms. For the interior, the interactive surface creates the corresponding space in time, and take back the unnecessary functions, so as to save space and achieve dynamic feedback.
Reference Shape
The outer surface has a changing reference shape to adapt to different moving and stationing situations. On flat ground, a sphere is more convenient for rolling. When the ground is a slope, the flatter shape along the slope keeps the center of gravity within the projection range of the ground, and can grasp the ground better to prevent rollover.
FUNCTION REALIZATION:
MLV adopts environmental intelligence, which is an electronic environment with sensing and feedback to users. We divide needs into [space] and [application]: the interior surface creates space and combines with function units, which is similar to furnitures.
Firstly, high interactivity is the main characteristic of this design, including interactions with the terrain and with the user. This design has no fixed standard form, but constantly changes its shape in the interaction with environment and with people. The traditional design on paper and static modeling cannot show this high interactivity.
In addition, if the traditional static design method is adopted, it is impossible to avoid the designer's subjective assumption and to meet the arbitrariness of the environment, and therefore impossible to reflect the real interaction.
To sum up, in order to highlight the interactivity of the design, we decided to program and run the design scheme on Unity3D engine platform, and the result of this design will be a live interactive model.
Unity3D engine is mainly used to develop games, containing some existing editable game system, or some interactive real-time image application. It helps game designers to develop games without starting from zero. Also, the engine supports multiple operating platforms like Windows, Android, iOS, Mac OS X, Linux, etc.
The programming language used by Unity3D is C#, which is an object-oriented programming language. This design includes a lot of geometric deformation algorithms to deal with the external environment and user activities, and the compilation and operation efficiency is relatively high with Unity3D.
The graphical application interfaces used by Unity3D include DirectX and Opne GL. In this design, the HLSL language based on DirectX interface is mainly used in the Shader writing of geometric interface, so as to alleviate the calculation load of CPU and make full use of GPU.
Unity uses the PhysX physics engine developed by Nvidia. In this design, there are a lot of algorithms based on physics, and the use of PhysX engine saves time. The simulation results based on physics engine are also more real and convincing.
The inchworm, lacking a middle pair of feet, can only move with a flexion and extension gait. Its body is divided into three parts, the front, the middle and the back. It moves through the pull at the front end and the thrust at the back.
The movement of snakes can be divided into telescopic, circuitous, lateral and branch. Each of these methods requires different parts of the snake's body to move around each other, using back-end thrust, front-end pull, or active weight shift to move forward.
Terrain Types
LOW SPEED / STATIONING HIGH SPEED
Reference Shape Strategy
Flat ground is the easiest for MLV to adapt to without affecting stability.
While moving slowly or stationed on flat surfaces, there is little limit for the shape of MLV. If there is no special requirement, the circular arch with a larger contact area with the ground is suitable as a reference.
Flat Ground
The snail moves forward by undulating its abdominal muscles. The characteristic of this mode of movement is that it can maintain a steady and uniform speed, but the surface needs a certain degree of segmentation to form a ripple, and it is not easy to speed up.
Armadillos have two ways of moving: walking and rolling. When walking, it moves forward by the static friction force between feet and ground. Armadillos curl up in a ball when they are in danger. They can be pushed forward by external forces or by surface pushing and weight shifting.
Through the analysis of the above several typical biological movement prototypes, it can be concluded that active movement includes walking, crawling, rolling and other ways. The mechanical strategies include center of gravity transfer, friction borrowing force and zoning drive. In consideration of stability, convenience and realizability, rolling is finally selected as the movement strategy of this scheme, and the rolling behavior is promoted through the center of gravity shift and the thrust with the ground.
Rough Ground
The outer shape of MLV is influenced by the reference shape and terrain. At the same time, the reference shape also changes depending on the terrain and the movement of the MLV.
According to the MLV center point, the tangential and axial directions are determined for each point on the surface.
The tangential direction is used to rotate the surface points around the center of the MLV to achieve the rolling forward effect on terrain.
Axial orientation, the direction from the point to the center of the MLV, is used to constrains the growth and retraction of the points to fit the terrain and the reference shape.
Sloping Ground vert_isOn<0
The surface that is within a certain distance of the ground is called the near-ground part. The rest is called the remote part.
The growth of each point on the remote part refers to the reference shape, while the growth of each point on the near-ground part refers to the ground to adapt to terrain.
The side close to the ground and behind the direction of movement is called the pushing part, where the points grow outward to create a push against the ground for MLV to roll forward.
Thw pushing part prevents MLV from getting stuck by bumps on the ground, especially on rough ground and sloping ground.
When moving at high speed on flat ground, the reference shape tends to be a sphere, which is more convenient to roll forward. The faster it moves, the rounder it is.
On rough ground, the center of gravity is prone to drastic changes up and down. Terrain affects the shape and position of the interior space, and it is easy to cause the MLV to roll over.
For the interior part, the elevation of rooms can be raised to avoid the continuous impact of the ground bump on the room position.
As for stability, the contact area with terrain is enlarged in order to grip the ground better.
For the sloping ground, the most likely accident is to overturn and roll down along the slope, which is very dangerous.
By increasing the contact area between MLV and the ground, and increasing the length of the body along the slope, the center of gravity is always within the contact range with the ground, thus enhancing stability and preventing overturning.
When stationed on the slope, MLV's reference shape is a circular arch with a large base area. When moving, the faster it is, the flatter and longer the reference shape is.
Outer vert_isOn=0 vert_isOn=0 a a Reference Inner
Remote Part:Take reference shape as reference
Near-Ground Part:Take ground as reference
Pushing Part:Take ground as reference
Points on the outer interface grow in the direction close to their respective reference surfaces. Through the combination of various partitions, the outer interface adapts to the terrain and freely changes its shape.
The tangential motions of the points cause rolling, while the axial motion is used to fit the reference shape. We set a safe distance a for the growth of the points. The growth ends as long as the distance from the reference surface does not exceed a. The growth state of each point on the outer interface is controlled by vert_isOn variable: if vert_isOn>0, point move outwards if vert_isOn=0, no point movement if vert_isOn<0, point move inwards vert_isOn>0
Driving at low speed, the slower MLV moves, the larger the contact area with terrain is public void IsContacted(int vertIndex) { LayerMask lmGround = 1 << 31; LayerMask lm = 1 << 8; vert_copy_world[vertIndex] = this.transform. TransformPoint(vert_copy_local[vertIndex]); RaycastHit hitInfo;
The shape is more round when moving at high speed, which is convenient for the outer interface to roll public void Melt(float meltValue) { megaMelt.Amount += meltValue * Time.deltaTime; if (velocity<6) { megaMelt.Amount = Mathf.Clamp(megaMelt.Amount, 49f-velocity *8 + Math.Abs(deltaH/ Time.deltaTime) *8,50f); } else { megaMelt.Amount = Mathf.Clamp(megaMelt.Amount, 0 +Math.Abs(deltaH / Time.deltaTime) *8 , 50f); } } public void Stretch(float stretchValue) { megaStretch.amount += stretchValue * Time.deltaTime; megaStretch.amount = Mathf.Clamp (megaStretch.amount,0f, 0.08f + Math.Abs (deltaH / Time.deltaTime)*0.05f ); }
The greater the slope, the longer the reference shape, to prevent overturning if (Vector3.SqrMagnitude (vert_copy_local[vertIndex]) < 0.01f ) { vert_isOn[vertIndex] = 1; } else if (!Physics.Raycast (vert_copy_world[vertIndex], -reference.transform.up, out hitInfo, 40f, lmGround)) { vert_isOn[vertIndex] = -0.2f; } else
Avoid retraction beyond the origin forming a reverse surface Adapt to terrain and retract appropriately if detected contacting ground void Update() { this.transform.position =Vector3.SmoothDamp (transform.position, leader.position + new Vector3(0, 0, 0),ref currentVelocity, smoothTime);

Smooth follow of the outer interface and the reference shape
GetComponent<Collider>().material.dynamicFriction = 1;






{ if(Physics.CheckSphere (vert_copy_world[vertIndex], contactDistance, lmGround) && Physics.CheckSphere (vert_copy_world[vertIndex], 1, lm)) {
The pushing part (rear part near the ground) pushes the ground to promote rolling forward if (vShell.sqrMagnitude>0.1f && Vector3.Dot (vert_copy_local[vertIndex], this.transform. InverseTransformDirection(vShell.normalized)) <-0.01f&&Vector3.Dot(vert_copy_local [vertIndex],this.transform.
Get direction of movement according to current speed vShell = (leader.transform.position-ShellPosition) /Time.deltaTime; ShellPosition = leader.transform.position; dir = new Vector3(vShell.z,0f,-vShell.x)/10; dir_Local= transform.InverseTransformPoint(dir)transform.InverseTransformPoint(Vector3.zero);
Smooth follow of the outer interface and the reference shape yMove =Vector3.Cross(vShell,dir).normalized; for (int i = 0; i < vert_copy_world.Length; i++) {
The radial and tangential direction of movement of each point vert_radialDir[i] = vert_copy_local[i]; vert_moveDir[i] = Vector3.Cross(dir_Local, vert_radialDir[i]).normalized ;
Check the contact state of each point on the outer surface with terrain and let the points grow


IsContacted(i); ChangeVert(i); } UpdateMeshVert(); UpdateCollider(); thisMesh.RecalculateNormals(); } public void ChangeVert(int index) { vert_copy_local[index] += Time.deltaTime * ((Mathf.Abs(Mathf.Sin(Vector3.Angle(dir_Local, vert_radialDir[index])*Mathf.Deg2Rad)* vert_radialDir[index].magnitude * angleSpeed))* vert_moveDir[index]*vShell.magnitude/10 + vert_radialDir[index].normalized * vert_isOn[index]*speed); }
Points on the outer interface grow according to the parameters
InverseTransformDirection(yMove))< -0.2f ) { vert_isOn[vertIndex] = 0.2f; } else { if (!Physics.CheckSphere(vert_copy_world [vertIndex], 1, lm))

The front end when moving and the near ground part when stationing adapt to terrain
{ vert_isOn[vertIndex] = -0.1f; } else { vert_isOn[vertIndex] = 0.1f; } } } else { if (!Physics.CheckSphere(vert_copy_world [vertIndex], 1, lm))
The remote part (upper part) of the outer interface grows according to reference shape
{ vert_isOn[vertIndex] = -0.2f; } else { if (Physics.CheckSphere(vert_copy_world [vertIndex], 0.1f, lm)) { vert_isOn[vertIndex] = 0.2f; } else { vert_isOn[vertIndex] = 0; } } } } }
Formation Of Space
The interior part of MLV can be divided into two states: forming rooms and maintaining existing rooms. Taking cell as the concept, the rooms are called blobs. They are dynamic with flat bottoms for users to stand on. Their initial state are round archs, and always fit the surroundings.
After the initial position is determined, each blob is based on the minimum area of the room to meet the needs of use, and the corresponding space is formed with a logic similar to "blowing balloons". If it reaches the maximum area, it stops growing.
The traditional composition of a room is space and furniture, which can be understood conceptually as the combination of the space for activity and the appliances to carry out the activity. Space provides corresponding spatial attributes, such as privacy, public, stability, dynamicity, spaciousness, narrowness and so on. The corresponding functions are provided by appliances called Function Units, which may be large fixed furnitures or portable devices.
The generation of MLV internal rooms is based on environmental intelligence technology, which is achieved through a programmable interface and Function Units acting as furniture. Each user can call up multiple functions and Function Units and customize spatial properties. Both space and Function Units are activated when needed, while other cases compressed and stored. The generation of space is based on the functional requirements to ensure practicality, economy, privacy, but also with strong sociality.
The inner space is dynamically generated in real time, so it is necessary to set parameters for each function to ensure the quality of space. The table on the right shows the functions and rooms that may appear in MLV. Parameters are set in consideration like privacy, quietness, duration and frequency of usage, and the properties are quantified in a numerical way to generate rooms. Users can also change the parameters to realize personalization of space generation. Once the room is generated, users can also fine-tune it.
Among these parameters, compatibility and quietness are related. They determine the relative position of the rooms: the difference between the compatibility of activities in room A and the quietness of activities in room B is taken as a parameter x, and a virtual sphere with the radius of x is generated with room B as the center to simulate the interference intensity of room B. Then we make the virtual sphere physically collide with room A and get the actual room distribution position, which is the basic method of room positioning
Area
0 —— Absolute private
FUNCTION DISTRIBUTION
In addition to the function distribution determined by parameters, there is always a living room space connecting all the units in the MLV center, which carries the most flexible and abundant function and acts as a transportation hub. The living room can also serve as space reserve, making the volume change of blobs more flexible.
In the meantime, inner and outer surface of blobs can be used, and the living room will just be a space rather than a blob, connecting the rooms and enriching the space inside and outside the blobs.
REAL-TIME INTERACTION
During and after the growth of the blobs, their shape change in real time with the deformation of the external interface of MLV. The dynamic internal space responding to the external environment in a timely manner increases the interest of use.
At the same time, the stability of the interior space is ensured by the intermediate layer between the interior and outer interfaces.
In addition, the intelligent skin of MLV can be freely divided, combined, like cell division, can be separated into independent rovers for Mars exploration.
Set the maximum and minimum area for each function. It can be used to predict the MLV volume and thus affect the scaling of the external interface. The growth of each blob stops when it grows to the maximum area.
1 —— Strong exclusivity, only compatible with activities of quiet degree less than or equal to 1
2 —— Compatible with relatively quiet activities (quiet degree less than or equal to 2)
3 —— Compatible with any activity
Represents the extent to which the blob may affect other functions nearby.
1 —— Very quiet
2 —— Relatively quiet 3 —— Noisy
Frequency Of Use
Duration Of Use Other Elements
The functions with short usage time can be set near the center, and the space can be merged or converted into new functions at any time. The longer the use time is, it is arranged in the periphery relatively free from the interference of functional changes.
The functions with high frequency of use can be activated for a long time when there is enough space.
For example, the living room can be used as a hub for communication and transportation and placed in the center of the internal space to connect with other blobs.
The formation of space is not only based on the function, but also to provide a pleasant experience. Therefore, special or personalized requirements should also be considered, like shape, aspect ratio and so on. Blobs can also be finetuned after formed.
Check if each blob exceeds the set volume for the chosen activity void Update() { if (gameIsOn) { for (int i = 0; i < vert_copy.Length; i++) { isOverVolume[i] = CheckVolume(i); if (isRecoverOn[i] && !isOverVolume[i]) { isRecoverOn[i] = false; } } for (int i = 0; i < vert_copy.Length; i++)
Check if the mesh vertex of the blob is in contact with other objects
{ for (int j = 0; j < vert_copy[i].Length; j++) { IsContacted(i, j); } } for (int i = 0; i < vert_copy.Length; i++) { for (int j = 0; j < vert_copy[i].Length; j++) { if (vert_isOn[i][j] != 0) { ChangeVert(i, j);// 修改 vert_copy 生长 } } innerMesh[i].RecalculateBounds(); }
UpdateMeshVert(); UpdateCollider(); } }
Let mesh vertices that have not yet contacted with other objects grow public void ChangeVert(int objIndex, int vertIndex) { switch (vert_isOn[objIndex][vertIndex])
{
Forward growth: vertex move outward in the normal direction case 1: vert_copy[objIndex][vertIndex] += (Time.deltaTime * expandSpeed / innerObj [objIndex].GetComponent<Transform>(). localScale.x) * vert_dir[objIndex][vertIndex]; vert_copy_world[objIndex][vertIndex] = innerObj[objIndex].transform.TransformPoint (vert_copy[objIndex][vertIndex]); break; case 0: break; case -1: vert_copy[objIndex][vertIndex] = Vector3.Lerp (vert_copy[objIndex][vertIndex], vert_original [objIndex][vertIndex], Time.deltaTime * 0.1f); vert_copy_world[objIndex][vertIndex] = innerObj[objIndex].transform.TransformPoint (vert_copy[objIndex][vertIndex]); break; } }
Negative growth: Move the vertex towards the initial state
Let the vertex in the out-of-volume state grow negatively public void IsContacted(int objIndex, int vertIndex) { if (isRecoverOn[objIndex]) { vert_isOn[objIndex][vertIndex] = -1; } else { if (Vector3.SqrMagnitude(vert_copy[objIndex] [vertIndex]) < 0.1f) { vert_isOn[objIndex][vertIndex] = 1; } else { LayerMask lm = 1 <<4; if (!Physics.CheckSphere(vert_copy_world [objIndex][vertIndex], thresholdDis, lm)) { vert_isOn[objIndex][vertIndex] = -1; } else { lm = 0; for (int i = 0; i < vert_copy.Length; i++) { if (i != objIndex) { lm = lm + (1 << (i + 10)); } } if (Physics.CheckSphere(vert_copy_world [objIndex][vertIndex], limitDistance, lm)) { if (Physics.CheckSphere(vert_copy_world [objIndex][vertIndex], minDistance, lm)) { vert_isOn[objIndex][vertIndex] = -1; } else { vert_isOn[objIndex][vertIndex] = 0; } } else { if (!isOverVolume[objIndex]) { vert_isOn[objIndex][vertIndex] = 1; } else { vert_isOn[objIndex][vertIndex] = -1; } } } } } }
Let vertices near the origin grow forward to avoid clipping Make the vertex at a threshold distance from the outer interface grow negatively Let the vertex within a certain distance from other blobs grow negatively
Let the vertex of the blob exceeding the maximum volume grow negatively public void SetAnchorSphere(int index_1, int index_2) { float roomScale = 0.2f * Mathf.Pow(Mathf.Max (NewActivityManager.Instance. ActivityUnitQuietList() [dropdown[index_1 +1].value]-NewActivityManager. Instance.ActivityUnitCompList() [dropdown[index_2 +1].value] + 1,1),2)*refSphere. transform.localScale.x * 0.12f; anchorSphere[index_2].transform.DOScale (new Vector3(roomScale,roomScale,roomScale),10f); }
Set the radius of the virtual collision sphere according to the activity

Outer Interface - Generalized Molecules

The external programmable interface is composed of generalized molecules with the size of microns.
In fact, they are micro-computers equipped with micro-motors and sensors, which realize real-time communication and distributed computing through an analog neural signal network.



The main material is silicon nano aerogel. The material's extremely low density (1kg/m³, less than even hydrogen at standard atmospheric pressure) ensures the sensitivity of the broad molecules to move at the microscopic level. In terms of macroscopic thermal properties, its extremely low thermal conductivity (0.03W/(m·K)) ensures the stability of the thermal environment inside. Its physical and chemical properties are adapted to the sharp, cratered terrain of Mars and the highly corrosive topsoil of weathered soil.
In addition, the microcosmic arrangement of the generalized molecules can be regulated by strong electrical signals, thus regulating the visible light transmittance of the external interface. Each generalized molecule is also equipped with lightemitting diodes, allowing users to customize the color and pattern of the self-illumination.
Intermediate Layer - Analog Neural network
What links the external interface with the internal interface is a set of analog neural network system. The basic unit of the system is analog nerve synaptic fibers, which can transmit analog signals at the speed of light. The whole analog neural network is equivalent to a large distributed computer.
The main material of synaptic fiber, the basic unit of neural network, is poly (-co-C6H4-co-NH-C6H4-NH -] N).In terms of

The interior interface is magnetostrictive fiber called active fiber, which has a radial scale of nanometers and an axial scale of microns. A large number of sensors, micro computers and micro magnetic field generating elements are scattered in the fiber network, and the physical properties of the interior interface are adjusted through the process of user activity element signal input, translation, calculation and magnetic signal output.

Active fibers are woven from carbon nanotubes and Rare Earth Giant Magnetostrictive Materials, which combine the high strength and low density of carbon nanotubes with the sensitive and controllable scalability of the magnetostrictive material.
On the micro scale, different macroscopic physical properties, such as hardness, elasticity, ductility, friction coefficient, color, etc. can be obtained by adjusting the weaving mode of fiber network, which can be adjusted according to the needs and preferences of users.
The programmable interface of MLV is an internal and external integration system. It is a dynamic 3D digital environment with data processing capability. The physical properties of programmable particles, including shape, color, friction coefficient, density, elasticity, electrical conductivity, and thermal conductivity, are changed through large-scale distributed Computing based on environmental data obtained from the user's manual input signals or sensors.
The external programmable interface is composed of generalized molecules at the micron scale, which adjusts the physical properties such as the shape of the interface according to the different terrain and environment. The internal programmable interface is an active fiber network, which can adjust the physical attributes according to the user's in-cabin activities and give out the function units corresponding to the active elements. The inside and outside of MLV are connected through simulated neural network, which not only maintains the internal and external stability, but also transmits information.
03 Planet
Installation Design: Imagination
Instructor: Hu Li
Location: Tsinghua University
Duration: 8 Weeks
Spring 2018
It is mentioned in A Brief History of Humanity that the Cognitive Revolution has enabled human beings to surpass other species in a new way under the premise of biological limitations. Ever since human beings acquired the ability to discuss imaginary things, we have been able to collaborate on a large scale and have developed concepts such as religion, myth, corporation, country, culture, and history. Imagination gives us a rich spiritual world and the ability to explore.
In this design, I created a virtual space through the visual illusion caused by the reflection of mirror, with the intention of mobilizing the imagination of the viewers to the greatest extent, and emphasizing the space, volume and dimension in the simplest way. On the 24-meter-wide planet, all disturbances are eliminated. You can look up at the infinite sky or meditate watching the horizon.
This installation does not need a specific site. It can be installed in any environment, so its materials, transportation, structure and assembly need to be as simple as possible. I did not hide the structure itself, but let the audience experience the space in the premise of knowing that it is a mirror device, to enhance the sense of contrast and shock.
Like the design itself, the structure was designed for simplicity. Custom-made bending steel tube is designed to bear tension. Its accurate curve also ensures accurate construction. The wood bears the pressure and also acts as the mirror's back panel. The main part of the mirror has only three specifications, using laser engraving method of mass production. Part of the structure is buried underground to ensure stability. The shape of the ground inside is part of sphere, so that it is reflected multiple times to create the image of a planet.The entrance is designed to minimize its presence on the "planet", so it is placed in the corner. Such an entrance looks like a cylindrical spacetime gate.














04 MY.CUBE
Urban Co-Living: Community Evolution
Collaborate: Mengke Li, Baoky Kingyang Huang
Location: A Park to the South of Central Academy of Fine Arts, Beijing, China
Duration: 6 Weeks
Summer 2017
If human and architecture form a system of dynamic change, what would a community that can evolve and iterate be like? In this design, the concept of community inspired me a lot. The feedback regulation and balance relationships formed in the community maintain the stability and promote its evolution. When I go around Beijing, I am always fascinated by what the residents have done to their buildings. Though these illegal constructions have since been cleared and restored, people will always miss the dynamism of them. So in this design, architects are no longer the rulers of God's vision. We encourage users to be creative and make changes to the environment they live in, just like in Minecraft.
Continuous networking and face-to-face communication are required, as society has transitioned to base more on digital customization. Terms like “innovation” no longer belongs to a specific group of people. We are at an era where each individual blooms with creativity. Our proposal my.cube was developed to reflect upon this. We are looking for a model that is centered by and focuses on each individual, but has the power to encourage co-creating; A model that would bring architecture, community, and city into closer alignment with the new social need and desire that is happening at the moment. Placed at a park to the south of Central Academy of Fine Art, my.cube is orientated towards newly graduates, upcoming artists and art enthusiasts. my.cube provides shared spaces for living and networking, but also features unique facilities such as design studios, exhibition halls, and a “railway device”, all serving as public spaces for communication. This is a three-person cooperative work. The teammates are Mengke Li, Jingyang Huang and me. I participated in the preliminary planning of the site. I also designed the private space and the groups.
Modules Growth And Transformation

Each cube in the project acts as a module in the parametric system. It grows and transforms basing on the module 1.2 meters. Cubes are organized accordingly to align with individual needs. Yet a “designed lifestyle” is not what we are looking for. Therefore, we have given residents the liberty to design their own home by handpicking customized cubes and organizing them. Here, private construction is encouraged. It is precisely the possibility to design a bespoke home that makes the community so vivid. In this scenario, my.cube is the best instance of how each individuals’ creativity is shown while they all come together to form an organic community.

RE-DEFINITION AND RE-ORGANIZATION OF PROGRAMS
Upon reflection, the traditional way of seeing the programs is now out of context in the new society. After re-defining the flowability and privacy of the programs, we curate the community with three layers - units, clusters, and housing groups. Units provide individual with accommodation and workplace; A cluster is formed by units in addition to semi-private spaces for communication; A housing group consists of clusters and public spaces such as workshop, coffee shop and exhibition hall.



PAINTERS,SCULPTORS, DESIGNERS
ARCHITECTS, URBAN PLANNERS, ARTWORK RESTORER

EXPERIMENTAL AND BEHAVIORAL ARTISTS
Housing groups are specifically designed for residents from different majors, and are spread over the site according to the pattern of Ursa Major to echo the star-marked plaza on site. Programs needed at dispersed times like convenient stores and manicure shops are considered flowable, while the programs that often functions in condensed time(restaurant, office, etc.) are considered fixed.


SECTIONAL PERSPECTIVE





DIVISION OF THE SITE -INSPIRED BY ROMANTIC STARS
Although the residential groups are freely arranged, there is a track among them. Things like residential groups and orbital corner are nodes of the orbit. Just as random stars are connected by people with constellation patterns, these nodes are also connected by tracks. The tracks can promote communication between different groups and make the community more efficient.

Departments Of Central Academy Of Fine Arts
Ⅰ. College of Humanities
(Art Education, Art Management, Cultural Heritage, Foreign Art Teaching and Research, Chinese Art History Teaching and Research, Art Theory Teaching and Research, Art History) School of Art Management and Education
Continuing Education
Ideological and Political Theory Course Teaching Department Graduate School
Ⅱ. Urban Design

(Urban Image Design, Urban Fashion Design, Urban Information Design, Foundation) Architecture
Restoration institute
Ⅲ. Chinese Painting Plastic Arts
(Foundation, Murals, Sculptures, Prints, Oil Paintings) Design Institute
(Visual Communication, Digital Media, Photography, Jewelry Design, Fashion Design, Product Design, Vehicle Design)
New Ways Of Experiencing The Space
Flowable programs will travel through the “railway device”to each cluster or housing group where it is needed. By taking flowable programs out of the clusters and housing groups, we create a community that is compact, communicative, and flexible.
05 Songkhla Station Renovation
Interactive Railway Park: Natural Selection and Site Evolution
Instructor: Maoyan Xu, Deyin Luo
Collaborate: Huaiying Fu, Kevin Ziyu Zhang
Location: Old train station of Songkhla, Thailand
Duration: 16 Weeks
Autumn 2019
King Rama V (1913-1978)
Songkhla Railway Station was opened
Most of people travelling by train. The landscape was pine forest.
Railway Station end of Service
Songkhla old railway station was closed due to loss of money. People in that time use another transportation such as private car, public bus and there is an airport in Hatyai.
1978-1985
Market around the station started. Chalerm-Thong theater opened.
Present
Current Situation
Overpass:
It will be renovate and extend to create an eye catching sign from the main road.
Car Park: A private car park opposite the old railway station.
Theater: An abandoned theater next to the old railway station, currently occupied by peddlers.
Station: The Old Railway Station of Songkhla.
North Market Street: Currently used as a car park. Becomes part of the market and occupied by peddlers on Sunday.
South Market Street: Main fresh market and centre point of the weekend market.
Vacant Site: Vacant at present. We plan to change it into a platform and a performing square for the community.

Under Railway Community Space: Will be underneath the proposed new train station's track.

Warehouse: On south of the old railway station, connecting the station park and south entrance.
CITY SCALE ANALYSIS


The railway has inspired the commercial activities around Songkhla Railway Station. The traders traveled here by train, gradually forming today's Sunday Market. This is the most distinctive characteristic of the site: hundreds of traders come to Songkhla every Sunday morning, and set stalls along the street under a unwritten tacit understanding, and leave at the end of the market. It is the railway station which created the business vitality here. Although the station is now closed, the tradition of Sunday Market remains, proving that this history is still remembered by the whole city.
South Plaza Entrance: The connecting joint between Bonvua community and the old railway station site.
The surrounding streets of the old train station are opened to traffic on weekdays, and occupied by market on Sunday. On the Sunday Market, the streets are full of temporary stalls and sunshades, selling food, clothes, jewelry and so on. Residents of both old and new parts of Songkhla all come here to shop. The Sunday Market has become one of the most important events in the city. We believe that it will play an important part in the future development of Songkhla