Home / Timeline / 2015
Album Published

Custom Jewelry

We work with clients to create engagement rings and other custom jewelry pieces which fuse art, science and technology. Each piece starts from a natural inspiration and is materialized in metal using a mixture of computation, 3D-printing and traditional metalsmithing. The Florescence Engagement Ring is now available in our shop. If you are interested in commissioning us to create a custom piece of jewelry, contact us at orders@n-e-r-v-o-u-s.com to start the conversation.

Album Published

Kinematics Dress 7

The seventh version of our Kinematics Dress was created in October 2015 for Dutch Design Week. It was exhibited in the window at De Bijenkorf Eindhoven by Shapeways and later appeared in WIRED UK. It is a size 2 gown composed of 2324 interlocking panels that were 3D-printed as a single piece.

Album Published

Kinematics Dress 6

The sixth version of our Kinematics Dress was 3D-printed in July 2015. It is composed of 2,645 interlocking panels that were 3D-printed as a single computationally folded piece. dress details
2645 interlocking panels
size 4
red

Album Published

Kinematics Dress 5

The fifth version of our Kinematics Dress was created in June 2015. It is a size 8 gown composed of 2854 interlocking panels that were 3D-printed as a single piece.

Album Published

Laplacian Zoetrope (1 new item)

3D printed ABS, acrylic, MDF, electronics, LEDs Branching forms emerge as the zoetrope spins illustrating dendritic solidification, a process where crystals grow in a supercooled environment. 18.25 x 18.25 inches

Album Published

Reaction Zoetrope (1 new item)

selectively laser sintered nylon, MDF, electronics, LEDs This zoetrope illustrates two scales of reaction-diffusion affecting the growth of a sphere. Rather than there being multiple objects, one for each frame, this zoetrope is a seamless sculpture representing the progression of the simulation through time much like a slitscanned photograph moves through time and space. 18 x 18 x 21 inches

Album Published

Florescence Zoetrope (1 new item)

full color 3D printed plaster, MDF, acrylic, electronics, LEDs The differential growth of a fan-shaped surface is animated as the zoetrope spins. The distance from the growing edge is illustrated by a color gradient from yellow to blue. 18.5 x 18.5 inches

Album Published

Hyphae Zoetrope (1 new item)

nylon 3D printed by Selective Laser Sintering, MDF, electronics, LEDs A tree-like form with two leaves grows as the disc spins. The zoetrope illustrates Nervous System’s leaf venation inspired algorithm, hyphae, as it grows across 3D surfaces. 30.5 x 30.5 x 21 inches

Album Published

Growing Objects (1 new item)

Our solo exhibition "Growing Objects" explored natural growth processes through simulation and 3D printed sculpture. It was hosted by the Simons Center for Geometry and Physics in Stonybrook, NY in August and September of 2014. Our work at Nervous System explores processes which cause structure and pattern to emerge in nature. We adapt the logic of these processes into computational tools; translating scientific theories and models of pattern formation into algorithms for design. The exhibit focused on four such computational systems: reaction (2010), xylem / hyphae (2011), laplacian (2011), and florescence (2014). These algorithmic investigations of nature were each documented by digitally fabricated sculptures and a series of posters explaining the math, science and natural inspiration behind them. Each growth process was also illustrated through 3D-printed zoetropes. When in motion, these kinetic sculptures animate the formation of complex forms and when still they allow the viewer to examine each steps of the growth process. While inspired by natural systems, these sculptures do not directly mimic specific phenomena but are instead open-ended explorations of the mathematics and logic behind them. The generated forms propose a new way of thinking about how we can design or "grow" our environment.

Album Published

Floraform system (2 new items)

Floraform is a computational simulation of differential growth on a thin surface. Our system includes a physics simulation of a thin shell or elastic surface with a curved rest configuration, and a model of growth. The surface is modelled as a triangle mesh represented as a half-edge mesh structure. It evolves through time and on each timestep, forces are computed on each vertex of the mesh, new positions are integrated for each vertex, and growth rates expand each edge of the mesh. Many of the techniques used are based on discrete differential geometry. The system can be broken down into several components.

Physics

The physics of the surface are based on “Discrete Shells” by Eitan Grinspun, et al. Each edge of the mesh is modelled as a spring which resists stretching of the surface. The edge between two faces also has a bend energy proportional to the angle between the faces that resists bending. These forces are then integrated using an overdamped implicit Euler solver.

Collision detection

In order to prevent our surface from intersecting itself, we need a way to detect collisions between parts of the surface as it grows and to introduce forces to prevent it from overlapping. We use a particle-based collision system. Each vertex of the mesh has an ellipsoid-shaped collision body around it, which has a radius equal to some collision distance normal to the surface and a radius proportional to the ring of vertices around it in the tangent plane. When two collision bodies intersect, we introduce a stiff spring-like force that pushes them away from each other. Detecting nearby collision bodies is accelerated with a simple spatial binning structure.

Geodesic distance

The growth rate of the surface is controlled by the distance along the surface from the edge or some other specified growing zone. We then expand the length of edges based on a function of this distance. The distance along a surface is known as the geodesic distance, and unlike distance through normal space, it can't be computed directly from the positions of the vertices. To compute this, we use a technique from a paper called "Geodesics in Heat" by Crane, et al. It employs a novel method to compute geodesics using heat flow to calculate the gradient of the distance, rather than directly computing it through a Dijkstra-like search.

Adaptive subdivision

As our surface grows, we need to maintain the level of detail of our mesh in order to have a smooth surface and a stable stimulation. Any edge that grows above a threshold length is subdivided such that each neighbouring triangle is split in two. To maintain good triangle shape, an edge is only split if it is the longest edge in a triangle. Additionally, we introduce edge flipping to balance the topology of the mesh as it subdivides.

Album Published

Floraform system (10 new items)

Floraform is a computational simulation of differential growth on a thin surface. Our system includes a physics simulation of a thin shell or elastic surface with a curved rest configuration, and a model of growth. The surface is modelled as a triangle mesh represented as a half-edge mesh structure. It evolves through time and on each timestep, forces are computed on each vertex of the mesh, new positions are integrated for each vertex, and growth rates expand each edge of the mesh. Many of the techniques used are based on discrete differential geometry. The system can be broken down into several components.

Physics

The physics of the surface are based on “Discrete Shells” by Eitan Grinspun, et al. Each edge of the mesh is modelled as a spring which resists stretching of the surface. The edge between two faces also has a bend energy proportional to the angle between the faces that resists bending. These forces are then integrated using an overdamped implicit Euler solver.

Collision detection

In order to prevent our surface from intersecting itself, we need a way to detect collisions between parts of the surface as it grows and to introduce forces to prevent it from overlapping. We use a particle-based collision system. Each vertex of the mesh has an ellipsoid-shaped collision body around it, which has a radius equal to some collision distance normal to the surface and a radius proportional to the ring of vertices around it in the tangent plane. When two collision bodies intersect, we introduce a stiff spring-like force that pushes them away from each other. Detecting nearby collision bodies is accelerated with a simple spatial binning structure.

Geodesic distance

The growth rate of the surface is controlled by the distance along the surface from the edge or some other specified growing zone. We then expand the length of edges based on a function of this distance. The distance along a surface is known as the geodesic distance, and unlike distance through normal space, it can't be computed directly from the positions of the vertices. To compute this, we use a technique from a paper called "Geodesics in Heat" by Crane, et al. It employs a novel method to compute geodesics using heat flow to calculate the gradient of the distance, rather than directly computing it through a Dijkstra-like search.

Adaptive subdivision

As our surface grows, we need to maintain the level of detail of our mesh in order to have a smooth surface and a stable stimulation. Any edge that grows above a threshold length is subdivided such that each neighbouring triangle is split in two. To maintain good triangle shape, an edge is only split if it is the longest edge in a triangle. Additionally, we introduce edge flipping to balance the topology of the mesh as it subdivides.

Album Published

Floraform inspiration (7 new items)

How does an organism go from a single cell to a complex differentiated structure? If a single cell were to divide and grow uniformly, it would result in a wrinkled blob. However, through carefully coordinated subdivision and differentiation, biological systems produce structures with specific, reproducible forms and functions. Growth isn’t uniform but instead differential. To put it simply, some areas grow more than others, and this leads to the formation of macroscopic shape. These shapes result from the interplay between the underlying cellular growth processes and the mechanics of the materials themselves. Plant tropisms are an example of this process that you can observe directly. Tropisms are directional responses to directional stimuli. A plant can bend towards light by elongating cells on its stem that are in shadow (phototropism). Or vines can strangle another plant by responding to touch and wrapping around them (thigmotropism). We started developing Floraform after coming across two papers by L. Mahadevan: “The shape of the long leaf” (2010) and “Growth, geometry and mechanics of the blooming lily” (2011). Looking at the shapes of rippled leaves and blooming flowers, Mahadevan proposed that their ruffled forms could be described by a surface growing differentially from its edge. We found this interesting because complex ruffles develop from a very simple procedure: grow more at the edge. This is in contrast to other differential growth models where curvature is specified locally, by growing on one side more than another, like the bending stem example we gave above. At the same time, we became enamored with a flower called Cockscomb, a mutant cultivar of Celosia that produces dense, convoluted blooms instead of its normal branching, tree-like blossoms. It exhibits this amazing ruffled shape that is unlike any flower we’d ever seen (people often refer to it as brain flower). We hypothesized that you could simulate the growth of Cockscomb with this type of preferential growth toward the edge. The Celosia flower suggested that there was a space of form between the normal and the mutant, between branching and ruffling. We wanted to explore that space. With our minds now contemplating this growth model, we began to see rippled forms in diverse ecosystems and kingdoms of life: Sparassis fungi, lettuce sea slugs, lace bryozoans, kale and lettuce leaves, plumose anemone, iris flowers, jellyfish arms. So we started to build a digital environment where we could investigate these ideas.

Album Published

Kinematics Dress 4

The fourth version of our Kinematics Dress was 3D-printed in March 2015. This dress is in the permanent collection of the Cooper Hewitt, Smithsonian Design Museum. dress details
2750 interlocking panels 3D-printed as a single piece
size 2