Sculpture Design

  • Authors:
  • Carlo H. Sequin

  • Affiliations:
  • -

  • Venue:
  • VSMM '01 Proceedings of the Seventh International Conference on Virtual Systems and Multimedia (VSMM'01)
  • Year:
  • 2001

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Abstract

The roles of computers, multi-media, virtual environments, and rapid prototyping in thedesign of abstract geometrical sculptures are explored. The techniques described in this paperare the outgrowth of a six-year collaboration between Brent Collins, a wood sculptor, andCarlo S脠quin, a computer scientist. They are particularly applicable to abstract geometricalsculptures, 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, and by a few large-scale sculptures (Fig.1).