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Art, Math, and Sculpture

Date and Time
Monday, March 3, 2003 - 4:00pm to 5:30pm
Computer Science Small Auditorium (Room 105)
Carlo H. Séquin, from UC Berkeley
Thomas Funkhouser
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.
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