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Shuwei Zhang Portfolio of Works

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PORTFOLIO OF WORKS S H U W E IZ H A N GP.03 00 - CONCEPTUALIZE P.03 01 - CAPTURE DATACONTENTSP.07 02 - DATA DRIVEN DESIGN P.1303 - VISUALISE00C O N C E P T U A L I Z…
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PORTFOLIO OF WORKS S H U W E IZ H A N GP.03 00 - CONCEPTUALIZE P.03 01 - CAPTURE DATACONTENTSP.07 02 - DATA DRIVEN DESIGN P.1303 - VISUALISE00C O N C E P T U A L I Z EAll great works of architecture begins with the imagination, the pen and the paper. The projects in this section is a collection of professional projects achieved during my architecture career both as a student and graduateP.03RHINO 3DGRASSHOPPER 3DREVITNEW PERFORMING ARTS VENUE COMPETITION During my time at KIRK, I was fortunate enough to be part of the prestigous New Performing Arts Venue competition. In this project, I was responsible for designing and managing consultants in two key areas of the project: 1. “Rainforest Room”, the facade and systems. 2. Theatre layout, arrangement and optimisation.P.043DSMAXThe rainforest room had to achieve a light yet solid quality, so the key was to utilise the natural properties of the material; ceramic and combine this with a simple yet sophisticated pattern to create the feeling of uniformity.P H OTOS H O PV - R AYThe theatre layout was difficult as we needed to adhere to a capacity of 800 seats, while making sure at least 90% of seats had visibility to the center of the stage. This was only made possible with an iterative design process done with a custom script in Grasshopper and Rhino, which allows parameters such as spacing, angle to be changed, while analysing performance.P.051B2B 1B 2BREVIT443 QUEEN ST1B 2B1B2B This project was a competition which later turned into the final project. My main roles for this project was to3B 1B 2B3B1B2B1. Design the carparking and podium levels in accordance with the BCA while maximizing efficiency and car parking spaces. 2. Perform view analysis and make sure each apartment had at least 70% views of the river 3. Apartment layout and structural integrationP.063DSMAXThe carparking was a particular challenge as each resident must have a car space, and this was accomplished within 6 levels.P H OTOS H O PThere were few schemes and tweaking of final layouts to achieve the view performance, which required many iterations.V - R AYThere needed to be many typologies, divided into 1B, 2B and 3B levels. All of these had to be tested and designed. Finally I created the visualisations for this project with 3dsMAX and VRAYP.07WESTIN ON MARY REVITThis project was a good SD project which I helped develop My main roles for this project was to 1. Coordinate the layout of the tenancies with the interiors team 2. Maximise Efficiency 3. Test out structural core optionsP.08Because the podium was open to many tenants. The challenge here was to test out differing possibilities to create options for partitioning. There needed to be careful consideration for the public realm, and creating the best buffer possible whilst maintaining maximum efficiency. Finally, there was the test of the core/restaurant arrangement, which also had a number of scenarios to test.P.09HAND D R AW I N GREVITSPACIALLY PRACTICAL INTENSIVE COMPACT ECONOMICAL (S.P.I.C.E.) HOUSE This was a student project completed in the masters program. Where I needed to create a 9sqm prefabricated house which is buildable by people without knowledge. Reassembled and disassembled. Practical to live in. A portion of the house had to be built 1:1 to test the design. This was the ultimate test of my skills as a designer, as the real world proof dictated whether or not it was possible.P.0103DSMAXThere were many challenges with this house. Namely, the ability for construction for people without any skills. Which meant everything must be integrated. Structure, Insulation, Finishes. Ontop of all that, there was a real world budget which needed to be adhered to. Which was a great opportunity to run the project in the real world.P H OTOS H O PV - R AYP.01101D ATA D R I V E N D E S I G NOur world is full of information, the more we can capture, the more informed we are. The projects in this section is about the capturing of data in all its forms and making sense of it allP.013M AV I C 2C LOU D CO M PA REREALITY CAPTURERHINO 3DP.014AERIAL PHOTOGRAMMETRYThis project required a quick survey of as built elements as no drawings exist. The intention was to design an extension to the existing structure. The scan involved flying the DJI Mavic 2 Pro then feeding and culling the information in Realitycapture. Refining in CloudCompare and finally utilisation in Rhinoceros 3DLIDAR POINT CLOUD PROCESS P 16This project was about the recreation of existing spaces. The intention was for medical psychological testing purposes. Which means the result had to be as close to the original as possible. The scan involved setting up the Leica P16 Scanner, processing the data in Leica Cyclone, cutting and refining in Cloud Compare, Mesh Creation in Meshlab, recreation in 3ds MAX and deployment in Unity3D.C LOU D CO M PA REMESHLAB3DSMAXUNITY3DP.01502D ATA D R I V E N D E S I G NRAW data requires filtering before it can be used effectively. The projects in this section is about the use of data in the design process. From visualisation, to recognition, to realisation.P.017QGIS DATA VISUALISATION QGISThis project involved various forms of data, ranging from census information to local statistical information as well as GIS data. The intention here is to identify opportunities for development and growth within the overlap of the data. And present this in an easy to read format.P.018ALGORITHMIC DESIGN PROCESSESThe sulcus loci project was a collaboration between architecture and interaction design students.RHINO 3DGRASSHOPPER 3DThe forms were to be driven by the forces of gravity and physics. This would not have been possible without the use of Grasshopper 3D, which is an algorithmic design software.P.019RHINO 3DGRASSHOPPER 3DC#C # FO R I N T E RO P E RA B I L I T YDESIGN FOR FABRICATIONThe design of this project is focused on the rapid production, customization and testing of the design. This process means the workflow must be infinitely robust in withstanding parameter changes. Allowing a different outcome everytime. The process here utilises visual programming of geometry, which is determined by several limiting factors. C# programming was used for interoperability between the robotic interface and the 3d design platform.P.020DATA INFORMED DESIGN PROCESSThis project utilises climatic data to drive the form outcomes of the design. Through simulation and modelling, the impact of the environment can be greatly reduced. This process involves using a plugin within Grasshopper which interfaces with Energy Plus, a popular energy modelling software.RHINO 3DGRASSHOPPER 3DE N E RGY P L US S I M U L AT I O NO P E N FOA M C F D A N A LY S I SP.02103V I S U A L I S EIntention is pointless if it cannot be understood. The only way for people without technical skills or understanding to understand is through visualisation. Visualisation of unbuilt, unreal, intentions not yet actualised.P.023MOBILE VISUALISATION 3DSMAXP H OTOS H O PUNITY3DP.024This project required the build of the geometry and scene to be heavily optimised as it was deployed on a mobile platform, for google cardboard. This is a very useful way of deploying the content to many users. The geometry was first created and optimised in 3dsMAX, texturing done with Photoshop and compiled in Unity 3DSPACIAL VISUALISATIONThis was a research project exploring the ability of VR to recreate the spacial quality of real built spaces. The atmosphere had to be as close to the original space as possible, for realism. The dynamic elements include the passage of time, day and night systems, and atmospheric fog. The geometry was first modelled to scale in rhinoceros, then exported to 3dsMAX to be optimised and textured by Photoshop, then deployed in Unreal Engine.RHINO 3D3DSMAXP H OTOS H O PUNREAL ENGINEP.025STILL VISUALISATION 3DSMAXV - R AYThis project was about a hypothetical adaptive space created with a moveable wall system. The challenge was to show how the space would be lived in and utilised. So all furnitures, decor, entourage had to be created. All assets were created in 3dsMAX, textured and subsequently rendered in V-Ray.P.026PHOTOREALISTIC VISUALISATION 3DSMAXThese are a collection of projects from architecture firms I have previously worked at. They involve a range of different techniques, but mostly camera matching and photorealistic output.V - R AYThe process undertaken here was the establishment of a base photograph, and then the scene being built around this. As with the previous project, the same 3dsMAX / Vray workflow was utilised.P.027THANK YOUS H U W E IZ H A N GP : 0423 946 388 E: SH U WEI .PH@ GMAI L.CO M L N: L INKED IN.CO M/I N/SHUWEI ZH ANG - 627177154/
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