Preliminary studies consist of a model of this process. Two dimensional geometry of similar shape and topology are subjected to basic transformations. While topology is preserved during the transform, shapes change.
Boundaries of multiple shapes are connected via blend curves. This results in an enveloping convex hull, similar in cross section to skin.
A motion is defined, lifting in the cross section along the vertical axis, concurrent with the allometric growth. This method of generating multi dimensional shapes is intentional, for its compatibility with 3d printing.
Allometry is also simulated at a non-discrete level, where variety of growth can exits within a single entity. This approach is exploited for generating struts of different thickness based on vertical distance to the ground.
Inspired by Daniel Piker's work on rheotomic surfaces, the potential of basic shapes, and their transformations are investigated. By limiting the result of a rotation to an orthogonal section, surfaces of varying slope can be generated. These surfaces can also be mirrored and further combined in boolean operations to generate support structures that are quite compatible with 3d printing.
The method is exploited under three situations of connection. Pairs of triplets of lines are picked from existing geometries via embedding. These lines are utilized as the start and end positions of the animation, generating both the usage surface, and the skeletal structure.
Allometry is achieved by ramp nodes based on UV projections. These nodes are connected to displacement amount, driving thicker structures closer to the endpoints.
Results of the study were presented at the 12th Computational Design Research in Architecture Symposium, MSTAS in Isparta / Turkey