Discrete optimization in architecture : architectural & urban layout
Author(s)
Bibliographic Information
Discrete optimization in architecture : architectural & urban layout
(Springer briefs in architectural design and technology / series editors, Thomas Schröpfer)
Springer, c2016
- : [pbk.]
Available at 1 libraries
  Aomori
  Iwate
  Miyagi
  Akita
  Yamagata
  Fukushima
  Ibaraki
  Tochigi
  Gunma
  Saitama
  Chiba
  Tokyo
  Kanagawa
  Niigata
  Toyama
  Ishikawa
  Fukui
  Yamanashi
  Nagano
  Gifu
  Shizuoka
  Aichi
  Mie
  Shiga
  Kyoto
  Osaka
  Hyogo
  Nara
  Wakayama
  Tottori
  Shimane
  Okayama
  Hiroshima
  Yamaguchi
  Tokushima
  Kagawa
  Ehime
  Kochi
  Fukuoka
  Saga
  Nagasaki
  Kumamoto
  Oita
  Miyazaki
  Kagoshima
  Okinawa
  Korea
  China
  Thailand
  United Kingdom
  Germany
  Switzerland
  France
  Belgium
  Netherlands
  Sweden
  Norway
  United States of America
Note
Includes bibliographical references
Description and Table of Contents
Description
This book presents three projects that demonstrate the
fundamental problems of architectural design and urban composition - the layout
design, evaluation and optimization. Part I describes the functional layout
design of a residential building, and an evaluation of the quality of a town
square (plaza).
The algorithm for the functional layout design is based on
backtracking using a constraint satisfaction approach combined with coarse grid
discretization. The algorithm for the town square evaluation is based on
geometrical properties derived directly from its plan.
Part II introduces a crowd-simulation application for the
analysis of escape routes on floor plans, and optimization of a floor plan for
smooth crowd flow. The algorithms presented employ agent-based modeling and
cellular automata.
Table of Contents
Quantization in Architecture & Urban Design:
1. Tessellation of space
1.1 Traditional grid/guideline systems (before the computer era)
1.1.1 Architecture
1.1.2 Urban Design
1.2 Modern (of the computer era) grid systems
1.2.1 "Collateral" systems, that is, derived from existing image pixelation
1.2.2. Space discretization serving optimization
1.2.3 Novel architectonic grid systems
1.2.3.1 Fine grid ("one cell = one agent")
1.2.3.1.1 Agent based modeling for crowd simulation
1.2.3.1.2 Simulation in regular tessellations: Square, Triangular
& Hexagonal
1.2.3.2 Coarse grid ("cell side = minimal corridor width" )
2. Discretization of Time
2.1 The role of time in architectural (and urban design?)
2.1.1 Crowd simulations
2.1.2 Daylight simulations
3. Module as a building component
3.1 Definition of a modular system and an overview of existing modular systems
3.2. Principles of two novel modular systems: Pipe-Z (PZ) & Truss-Z (TZ)
3.2.1 Deployability of PZ & TZ
4. Bringing it all together: Overview of the cellular automaton (CA) shading as a system with discrete time
& space and realized with congruent modules.
4.1 Building Envelope and Daylighting
4.2 Why cellular automata (CA) to drive shading of building envelopes?
4.3 One-dimensional CA applied on surfaces
4.3.1 Various CA in square grid
4.3.2 Other regular tessellations: hexagonal and triangular
4.3.3 Rotating polarized film shading system
4.4 Two-dimensional CA on surfaces
4.4.1 Triangular CA
4.4.2 CA on triangulated free-form surfaces
4.5 Application of evolutionary algorithms for optimization of CA shading
4.6 Prototypes
by "Nielsen BookData"