Ramie Ahmed's profile

Computational design

Playing with swarms
Swarms are groups of agents that follow simple rules and interact with one another and their environment to generate emergent behavior. They are used to generate complex geometries, patterns, and optimize designs based on specific rules and criteria.  
Immune cells - physics simulation
This uses the same "expanding curve algorithm used in the Thallus sculpture by ZHA, but this time it is used on a surface. 
In this case, the surface is divided into a set of points, which are treated as particles that are subject to repulsive forces. The repulsive forces cause the particles to move away from one another, resulting in the creation of complex, organic forms. 
Rack and pinion
This project aims at creating a procedural rack and pinion system to drive a carriage along a guiding rail, the script was designed output both the curves and solids to cater to different manufacturing techniques, all the parameters of the system are easily adjustable such as the number of teeth, the gear diameter, the bore diameter and the rack length. 
Opitca - Original Concept
Thallus - Zaha Hadid Architects 
Solstice Clock - Animaro
Bouncy ball
A simulation using C# scripting inside grasshopper and rhinocommon
Spider table
An application on the multipipe component.
Parametric Ring - Original Concept
Parametric Tree - Original Concept using L systems
L-systems, are a type of formal grammar used to model the growth and development of plants and to generate complex designs and patterns in architecture. They consist of a set of rules that describe how a simple shape or structure can be transformed and repeated to create complex patterns, and they are used to create realistic models of plants and generate complex designs in architecture.
Steel Helix - Original Concept 
Punched Dome - Original Concept 
Vornoi surface - Original Concept 
Parametric monument
Dynamic sculpture by Anothony Howe
Playing with tensors
Playing with knots
Playing with feilds
Voxelization algorithm
A voxelization algorithm is a computational method that converts a continuous surface or solid object into a discrete representation made up of individual voxels. 
Here I tested my algorithm on 3 objects (an open surface, a periodic surface, a closed Brep)  to test how it will behave with different types of geometry. 
3D printing simulations 
Lunar patterns
This is a fairly simple algorithm where I wanted to visualize the path an object which orbits an object which a third one would take. 
Branches
This project is an application on the "Dijkstra algorithm" where we take the shortest path there is between 2 points using an already existing set of curves to create controlled organic curves that resemble branches. 
Bowl - Growing cuvre algorithm
The Growing Curve algorithm divides a curve into points and introduces repulsive forces between them. As the points move away from each other, the curve grows in size to create complex and interesting shapes. The algorithm can be used to generate natural-looking curves.
Weaving
Landscape lines generation
Using a combination of spin forces and point charges, a vector field is created which moves randomly populated points on a surface which when traced can create interesting organic natural curves which can be used an inspiration for a landscape project.   
Playing with spirals
Twisted vase
Fractal systems
Fractal systems can be generated by recursive or iterative algorithms that produce complex shapes and patterns from simple rules. The algorithm is applied repeatedly to the initial shape or pattern, with each iteration generating a new level of detail that incorporates smaller versions of the original structure. The iteration process can be continued indefinitely, or until your computer crashes. 
World
Water droplets
In this simulation I used kangaroo physics to create simulate what an attracting force would do to a set of points, to visualize the output I used the metaball components then cocoon, a plugin that utilizes the marching cube algorithm to create a mesh between those points. 
Computational design
Published:

Computational design

Published: