Skynet


Detail render of the fabric surface

Detail render of the fabric surface

SKYNET is based on the idea that surface and volume can emerge through the accumulation of lines which self-organize to achieve structure and enclosure. by using the bottom up logic of a dynamic system with embedded intelligence (a multi-agent system) the project achieved biomorphic qualities although its main goal was to meet certain programmatic requirements through the use of simple recursive processes. the advantage of designing through algorithmic procedures rather than directly designing form is that effects can be directly controlled by altering overall behaviors. the process should not be seen as some form of alchemy nor do we believe in letting the algorithm design for us, design intent should be present from beginning to end. SKYNET was created from a unique combination of modeled geometry (Rhino, Massive, Maya), complex texture mapping though materials in Vray, and color filter layers in Photoshop. The geometry was created by weaving artificially intelligent agents using both Massive and Rhinoceros programming to create something that is digitally made but seemingly organic in origin.

"dumb" volumes that serve ase the parameters for the agents to attract to

"dumb" volumes that serve ase the parameters for the agents to attract to

After the programatic and site parameters are decided upon and developed agent swarms are programed to maneuver through the attractor field.  Their trajectories are traced.

Iterations of the traced agent path trajectories

Iterations of the traced agent path trajectories

After the agents behavior was developed and traced their paths were networked together using rhino scripting.  It is necessary to network them together to turn the disconnected group of lines into a connected unit with structural and surface capabilities.

Networking Script

Networking Script

detail of the trajectories networking together

detail of the trajectories networking together

Entire system of trajectories

Entire system of trajectories

After the Trajectories have been networked together the vector lines need to be turned into usable digital geometry.  Spheres were scripted to be arrayed and connected along each line.  This creates a mesh that can be rendered and modified.

Meshed Lines

Meshed Lines

This process was repeated and tested through many iterations.  Each iteration moved the set closer to a grounded architectural solution.

Section detail of a spacial unit

Section detail of a spacial unit

Research into how to fill the holes in the mesh were done.  We narrowed it down to two solutions.  One was to fill in each cell as pictured above.  The other option and the one we went with was to let the system of networked lines scale itself down all the way to a surface, similar to a piece of woven cloth.

entire meshed system

entire meshed system

Detail of the mesh system

Detail of the mesh system

Entire system on the site

Entire system on the site

The architectural argument is tested with physical models.

3d print of the sectional model

3d print of the sectional model

Resin is pored over the 3d print

Resin is pored over the 3d print

Thread is woven through the model to simulate the agent trajectory algorithm

Thread is woven through the model to simulate the agent trajectory algorithm

resin is again pored over the entire unit to simulate the networking script

resin is again pored over the entire unit to simulate the networking script

final physical sectional model

final physical sectional model

a second detail model of a wall section was made.  This represents a one to one tile of a wall surface.

a second detail model of a wall section was made. This represents a one to one tile of a wall surface.