azione tramite interfaccia grafica 6 ore
Interfaccia Grasshopper
Parametri e Componenti
Operazione di Logica e Matematica
Vettori
Case study: concetto base di attrattore
Gestione data matching
Primi approcci alla modellazione parametrica – 4 ore
Trasformazioni di base (sposta ruota scala orienta)
Strumenti di Morphing
Utilizzo di Sweep e Loft e di altri strumenti di creazione superfici già noti da Rhinoceros
Esercitazione pratica: creazione del modello concettuale della Serpentine Gallery - B.I.G.
Focus sulla gestione dei dati - 4 ore
Creazione e gestione delle liste
Studio del data tree
Esercitazione pratica: creazione di un soffitto cassettonato
Creazione di geometrie tramite mesh – 6 ore
Utilizzo degli algoritmi di Delaunay
Utilizzo del Facet Dome
Utilizzo del Substrate
Utilizzo degli algoritmi di Voronoi
Esercitazione pratica: creazione di un gazebo attraverso l’uso di pattern
Creazione di ‘paneling’ di superfici curve – 6 ore
Discretizzazione di una superficie a doppia curvatura tramite pannelli piani
Strumenti analisi superfici
Visualizzazione superfici tramite falsi colori
Esercitazione pratica: creazione di una facciata interattiva
Digital Fabrication e messa in tavola – 6 ore
Interoperabilità tra Grasshopper e altri applicativi
Creazione di Truss parametrica
Gestione dell’abaco dei pezzi
Esercitazione pratica: la Facciata dello Stadio Friuli di Udine - Ipotesi di costruzione e gestione tramita fabbricazione digitale
Requisiti di accesso
Conoscenza delle tematiche CAD di base e dei comandi principali e interfaccia Rhinoceros 5.
Certificazioni
Alla fine del corso verranno rilasciate le certificazioni ufficiali da ART (Authorized Rhinoceros Trainer)
Numero partecipanti
Il corso parte al raggiungimento di un minimo di 4 persone ad un massimo di 8. Ogni partecipante dovrà essere munito di proprio computer con Rhinoceros.
Costo del corso
Il costo del corso è di 600 € + IVA
Sconto di 50,00 € per i giovani che hanno meno di 26 anni.
Ulteriore sconto di 50,00 € Early Bird per tutti coloro che si iscriveranno entro il 5 Settembre 2016
Nel prezzo è compresa l’iscrizione al FabLab Toscana – maggiori informazioni qui
FabLab Toscana
Il FabLab Toscana presenta un insieme di per i propri associati: sarà possibile l’accesso ai laboratori del FabLab (durante i normali orari di apertura), partecipare ai workshops gratuitamente o a prezzi calmierati, l’utilizzo della macchine (seguendo il regolamento interno), …
This blog post is a rough approximation of the lecture I gave at the AAG10 conference in Vienna on September 21st 2010. Naturally it will be quite a different experience as the medium is quite…
Added by David Rutten at 3:27pm on September 24, 2010
.!
Feel free to ignore them, or to remove this thread.
They are just a couple of thoughts:
1st idea: It would be great to right click on a slider and reset it to a "original" value (maybe just a click on a little icon next to the name, so it is even faster).This can be handy when using Galapagos, as all the sliders gets changed...and the fastest way I found so far to reset them is to close and open the GH file.But I bet as Galapagos is so new... well... maybe this is something you already thought about!
2nd idea: Having parametric sliders (with inputs).Imagine you want a slider to vary from x to y... now you have to type in the values. It would be good to set set x and y with inputs.
This is actually very useful using Galapagos, but quite useless in all the other cases...
Probably than the best way to do this is to add a feature in Galapagos to use domains as inputs... but I read somewhere that you are working on this already!
3rd idea: Change the value (or range) of multiple sliders.Imagine you want all the sliders you have to be =2... and imagine to have 20 sliders... if you select them and right click on one, it will only change that one. (not the selection). Would be good to edit a selection. (or maybe there is a way and I don't know it?)
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Well, don't know if that will help somehow, but they are just thoughts! ;)
Thanks if you will consider them!!!
Compliments again for the incredible hard work on GH!
Cheers,Fil…
t file** - ply file with just x,y,z locations. I got it from a 3d scanner. Here is how first few lines of file looks like - ply format ascii 1.0 comment VCGLIB generated element vertex 6183 property float x property float y property float z end_header -32.3271 -43.9859 11.5124 -32.0631 -43.983 11.4945 12.9266 -44.4913 28.2031 13.1701 -44.4918 28.2568 13.4138 -44.4892 28.2531 13.6581 -44.4834 28.1941 13.9012 -44.4851 28.2684 ... ... ... In case you need the data - please email me on **nisha.m234@gmail.com**. **Algorithm:** I am trying to find principal curvatures for extracting the ridges and valleys. The steps I am following is: 1. Take a point x 2. Find its k nearest neighbors. I used k from 3 to 20. 3. average the k nearest neighbors => gives (_x, _y, _z) 4. compute covariance matrix 5. Now I take eigen values and eigen vectors of this covariance matrix 6. I get u, v and n here from eigen vectors. u is a vector corresponding to largest eigen value v corresponding to 2nd largest n is 3rd smallest vector corresponding to smallest eigen value 7. Then for transforming the point(x,y,z) I compute matrix T T = [ui ] [u ] [x - _x] [vi ] = [v ] x [y - _y] [ni ] [n ] [z - _z] 8. for each i of the k nearest neighbors:<br> [ n1 ] [u1*u1 u1*v1 v1*v1] [ a ]<br> [ n2 ] = [u2*u2 u2*v2 v2*v2] [ b ] <br> [... ] [ ... ... ... ] [ c ] <br> [ nk ] [uk*uk uk*vk vk*vk]<br> Solve this for a, b and c with least squares 9. this equations will give me a,b,c 10. now I compute eigen values of matrix [a b b a ] 11. This will give me 2 eigen values. one is Kmin and another Kmax. **My Problem:** The output is no where close to finding the correct Ridges and Valleys. I am totally Stuck and frustrated. I am not sure where exactly I am getting it wrong. I think the normal's are not computed correctly. But I am not sure. I am very new to graphics programming and so this maths, normals, shaders go way above my head. Any help will be appreciated. **PLEASE PLEASE HELP!!** **Resources:** I am using Visual Studio 2010 + Eigen Library + ANN Library. **Other Options used** I tried using MeshLab. I used ball pivoting triangles remeshing in MeshLab and then applied the polkadot3d shader. If correctly identifies the ridges and valleys. But I am not able to code it. **My Function:** //the function outputs to ply file void getEigen() { int nPts; // actual number of data points ANNpointArray dataPts; // data points ANNpoint queryPt; // query point ANNidxArray nnIdx;// near neighbor indices ANNdistArray dists; // near neighbor distances ANNkd_tree* kdTree; // search structure //for k = 25 and esp = 2, seems to got few ridges queryPt = annAllocPt(dim); // allocate query point dataPts = annAllocPts(maxPts, dim); // allocate data points nnIdx = new ANNidx[k]; // allocate near neigh indices dists = new ANNdist[k]; // allocate near neighbor dists nPts = 0; // read data points ifstream dataStream; dataStream.open(inputFile, ios::in);// open data file dataIn = &dataStream; ifstream queryStream; queryStream.open("input/query.
pts", ios::in);// open data file queryIn = &queryStream; while (nPts < maxPts && readPt(*dataIn, dataPts[nPts])) nPts++; kdTree = new ANNkd_tree( // build search structure dataPts, // the data points nPts, // number of points dim); // dimension of space while (readPt(*queryIn, queryPt)) // read query points { kdTree->annkSearch( // search queryPt, // query point k, // number of near neighbors nnIdx, // nearest neighbors (returned) dists, // distance (returned) eps); // error bound double x = queryPt[0]; double y = queryPt[1]; double z = queryPt[2]; double _x = 0.0; double _y = 0.0; double _z = 0.0; #pragma region Compute covariance matrix for (int i = 0; i < k; i++) { _x += dataPts[nnIdx[i]][0]; _y += dataPts[nnIdx[i]][1]; _z += dataPts[nnIdx[i]][2]; } _x = _x/k; _y = _y/k; _z = _z/k; double A[3][3] = {0,0,0,0,0,0,0,0,0}; for (int i = 0; i < k; i++) { double X = dataPts[nnIdx[i]][0]; double Y = dataPts[nnIdx[i]][1]; double Z = dataPts[nnIdx[i]][2]; A[0][0] += (X-_x) * (X-_x); A[0][1] += (X-_x) * (Y-_y); A[0][2] += (X-_x) * (Z-_z); A[1][0] += (Y-_y) * (X-_x); A[1][1] += (Y-_y) * (Y-_y); A[1][2] += (Y-_y) * (Z-_z); A[2][0] += (Z-_z) * (X-_x); A[2][1] += (Z-_z) * (Y-_y); A[2][2] += (Z-_z) * (Z-_z); } MatrixXd C(3,3); C <<A[0][0]/k, A[0][1]/k, A[0][2]/k, A[1][0]/k, A[1][1]/k, A[1][2]/k, A[2][0]/k, A[2][1]/k, A[2][2]/k; #pragma endregion EigenSolver<MatrixXd> es(C); MatrixXd Eval = es.eigenvalues().real().asDiagonal(); MatrixXd Evec = es.eigenvectors().real(); MatrixXd u,v,n; double a = Eval.row(0).col(0).value(); double b = Eval.row(1).col(1).value(); double c = Eval.row(2).col(2).value(); #pragma region SET U V N if(a>b && a>c) { u = Evec.row(0); if(b>c) { v = Eval.row(1); n = Eval.row(2);} else { v = Eval.row(2); n = Eval.row(1);} } else if(b>a && b>c) { u = Evec.row(1); if(a>c) { v = Eval.row(0); n = Eval.row(2);} else { v = Eval.row(2); n = Eval.row(0);} } else { u = Eval.row(2); if(a>b) { v = Eval.row(0); n = Eval.row(1);} else { v = Eval.row(1); n = Eval.row(0);} } #pragma endregion MatrixXd O(3,3); O <<u, v, n; MatrixXd UV(k,3); VectorXd N(k,1); for( int i=0; i<k; i++) { double x = dataPts[nnIdx[i]][0];; double y = dataPts[nnIdx[i]][1];; double z = dataPts[nnIdx[i]][2];; MatrixXd X(3,1); X << x-_x, y-_y, z-_z; MatrixXd T = O * X; double ui = T.row(0).col(0).value(); double vi = T.row(1).col(0).value(); double ni = T.row(2).col(0).value(); UV.row(i) << ui * ui, ui * vi, vi * vi; N.row(i) << ni; } Vector3d S = UV.colPivHouseholderQr().solve(N); MatrixXd II(2,2); II << S.row(0).value(), S.row(1).value(), S.row(1).value(), S.row(2).value(); EigenSolver<MatrixXd> es2(II); MatrixXd Eval2 = es2.eigenvalues().real().asDiagonal(); MatrixXd Evec2 = es2.eigenvectors().real(); double kmin, kmax; if(Eval2.row(0).col(0).value() < Eval2.row(1).col(1).value()) { kmin = Eval2.row(0).col(0).value(); kmax = Eval2.row(1).col(1).value(); } else { kmax = Eval2.row(0).col(0).value(); kmin = Eval2.row(1).col(1).value(); } double thresh = 0.0020078; if (kmin < thresh && kmax > thresh ) cout << x << " " << y << " " << z << " " << 255 << " " << 0 << " " << 0 << endl; else cout << x << " " << y << " " << z << " " << 255 << " " << 255 << " " << 255 << endl; } delete [] nnIdx; delete [] dists; delete kdTree; annClose(); } Thanks, NISHA…
trials of Daniel Piker. At the small squares I will insert solar panels, and I want to make a space just like the Canopy of the AA's 2007 in London, which defines a semi-open space that is able to provide energy. To simulate the movement I have two major problems: 1_ the component C# doesn't recognize all the vertices of the mesh that I created. In facts I think there is a mistake, because when the septum Kangaroo toggle to false, an error is about an object instance:Runtime error (or probaby I have done other mistakes); 2_how do I move the structure following the sun? I found an algorithm that allows me to recognize the vector that join the center of the scene with the sun's position at a given site, at a particular time of day, etc ... but how do I "force" the structure in Kangaroo this shift? you have any ideas? Only you can help me, please! I hope to be clear, I look your replies.
Thanks in advance, Betta
Ps:this is my first experience using Rhinoceros, Grasshopper, Kangaroo ... so be kind and patient with me!…