The roles of computers, multi-media, virtual environments, and rapid
prototyping in the design of abstract geometrical sculptures are
explored. The techniques described in this paper are the outgrowth
of a six-year collaboration between Brent Collins, a wood sculptor,
and Carlo Séquin, a computer scientist. They are particularly applicable
to abstract geometrical sculptures, where precisely defined and highly
optimized shapes follow a clear underlying logic. The use of these
techniques has resulted in several sculpture families, represented by
virtual displays, many small physical maquettes, by a few larger
wood and bronce sculptures, and recently a 12-foot snow sculpture.
KEYWORDS: sculpture design, procedural modeling, rapid prototyping.
Date and Time
Monday March 3, 2003 4:00pm -
5:30pm
Location
Computer Science Small Auditorium (Room 105)
Event Type
Speaker
Carlo H. Séquin, from UC Berkeley
Host
Thomas Funkhouser