Syllabus

 

Content:

The course will mix technical information and design issues with the intention of providing students with a general knowledge of the computing environment, creative skills for abstracting and generating work in 2d and 3d computer environments and explicit instructions relating to design issues bound to particular software environments.

 

Technical:

Focus on “the machine”, file formatting/transfer, image processing and modeling.

 

Software:

            Photoshop

            Illustrator

            FormZ/Maya

VRML

 

Primary instruction will focus on FormZ, but Maya will be available for more advanced students or students who have a desire to pursue it.  In addition, FormZ will be taught in a way which anticipates the use of surface modelers such as Maya.

 

Lecture:

The first part of this course (fall quarter) will cover issues related to two-and three-dimensional representation, i.e., painting, drafting, multi-media, hyper-media, modeling, and basic VRML.  The second part of this course (winter quarter) will cover issues related to rendering, animation, and advanced VRML.  The second course (Arch 226B) will focus on theoretical issues related to how objects are represented in three-dimensional space, research overview of solid modeling, a close view to cyberspace and virtual reality, different techniques for texture mapping, and ways for creating animated interactive movies of architectural spaces. 

In addition, theoretical aspects of computers in design will be presented and discussed.  This will provide the students with general information about the theory, history, and research related to computers in design.  The intention is to make the students think and understand beyond the limits of a specific application and to give them the theoretical background to be able to acquire and critically evaluate new knowledge in the area of computers in design. Students interested in the technical part of how to program algorithms and create graphics-related applications can meet with the instructor or take Arch 227A (2D Java Programming).

 

Project:

The project will be introduced in four phases which coincide with the introduction of softwares and techniques during the course.  The project will be initiated as a two dimensional graphic Photoshop exercise where students will be generating abstract visual material from which they will have to construct 3D computer models.  The second phase will require students to transform the 2-dimensional graphic into a 3-dimensional roof-landscape.  The development of this model will focus on giving the surface thickness, and forming an understanding of material geometry and structure implicit in a digital model.  The third phase will require the students to develop the roof scheme by first, introducing methods of cutting the model (section and plan) and methods of projecting the model (axo/elevation).  Second, phase three will require students to design into those drawings.  Issues of line weight, line color and line type will be framed in the context drawing types like wire frame axonometric, plan, section and perspective.  Phase four will focus on graphic presentation and layout and judge the student’s final projects based on their ability to create clearly communicable drawings.  Students will be required to edit, finalize, format and layout phase, one two and three into 24x48 illustrator documents.  These will be printed and pinned up in a final review in addition to being shot down as tiffs for electronic submission. 

 

Architectural models will be seen as drawings, as will two-dimensional imagery.  Emphasis will be placed on drawing as a system of projection and communication embedded historically and contemporaneously in Architecture versus more painterly or cinematic approaches which utilize rendering as a measure of simulated reality.  Although rendering will be touched upon, the basic assumption is that ambitious rendering techniques can be learned in other departments.  Therefore, rendering will be introduced encouraging monochromatic schemes which mostly focus on lighting and shading issues, which enhance or exaggerate three-dimensional conditions. 

           

 

Structure:

            Programming and Context versus Lecture and Lab.

As a general rule of thumb I would suggest that on Tuesdays what was Topics and Lab in previous course are condensed into one session.  Thursday classes will pick up on this trajectory to the extent that both classes should be seen as lecture and demos, not one or the other.  The differentiation will be mostly topical.  Programming will focus on contextualising tools, illustrating linguistic and mathematical differences between softwares.  Context will focus on explicit design issues and introduce tools within that context.  For example, what is an electronic drawing, what are the issues, and how to I engage FormZ to draw one?

 

            Project based

 

Itinerary:

Tuesdays=Kostas

Thursdays=David

 

"Materials":

Each student will be required to open a CDA and an AUD account. 

1) The CDA account will give a 40 MB storage space and access to the lab applications.  Ask your T.A. to setup an account.

2) The AUD account will give access to the AUD local area network (applications) and storage of 40 MB.  Ask Don Leeper (2217A PH) to set up an account.  In addition, an Internet account is also required to get e-mail access to the instructor, the other students, and the rest of the world.  Ask Don Leeper (2217A PH) again to set up an Internet account or go to the Uclastore and login to the bruin-online computer to set up your Internet account or telnet to access.ucla.edu.  You will be asked your name, Univ ID, and date of birth.

 

Purchase a box of ten High Density 3.5 inch diskettes ($10) and a Zip disk ($20).  These are available at bookstores and computer stores around the town.  You should always have at least two disks in the lab and the Zip disk to make backups.  ALWAYS save often and back up your work.

 

To complete the class exercises the following hardware/software/netware will be used:

 

Hardware:

Pentium 400 (> = or more), 128> MB RAM, 4> GB Hard Disk, 17" SVGA monitor

or

Mac PowerPC G4, 128> MB RAM, 4> GB Hard Disk, high resolution monitor

 

Software:

Windows NT/98 or 2000, Photoshop, FormZ, and Maya

 

Netware:

Ethernet/DSL connection, Netscape, Eudora, CU-SeeMe, Telnet, FTP, Cosmo

 

Required textbooks for the course is Computer Concepts for Designers and Architects, by Kostas Terzidis and can be purchased at the Course Reader Material  at  1141 Westwood Blvd for $18.25. A partial list of readings and resource texts will be handed-out during the course.  A series of Class Notes will be available on the Internet.  The address is http://www.cda.ucla.edu/caad and the username is arch226 and the password is cda123.