Abstract

The roles of computers, multi-media, virtual environments, and rapid prototyping in the design of abstract geometrical sculptures are explored. The techniques described in this paper are the outgrowth of a six-year collaboration between Brent Collins, a wood sculptor, and Carlo Sequin, a computer scientist. They are particularly applicable to abstract geometrical sculptures, 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.

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