This is a case-study house that uses volumetric datasets to manipulate architecture into something unexpected, uninhabitable, and strange. It is about exploring forms that can decay and grow like strands depending on volumetric material densities. This process is generative and relies on MRI scan datasets to drive the form. When translated into architecture, the areas of the building with less density get distorted the most.
After the decay is processed, the building is broken up into 25 chunks which are then carefully populated throughout an island to explore. All the terrain and rocks were procedurally generated. There are approximately 300 rocks scattered throughout the landscape, and each rock is completely unique in form and shape.
Design, research, and prototyping by Ryan Cook. Curated in Unreal Engine. 2020.