// bretthauer.studio.init()
BRETTHAUER
Computational Designer
# parametric · volumetric · data-driven
Logic becomes form.
Algorithms as design instruments.
↓ scroll_to_explore()
// about.me
I design at the intersection of computation and physical form. Working with Grasshopper, Python, and volumetric tools like Dendro, I build systems where code drives geometry — from parametric facades to 3D-printed prototypes that couldn't exist without the algorithm that generated them.
Based in Germany. Available for collaboration.
// parametric_design()
// volumetric_modeling()
// 3d_print_prototyping()
// visual_communication()
// skills.load()
Parametric modelling · component networks
Data-driven geometry · surface logic
Scripting · automation
Custom algorithms · data pipelines
Visual communication · presentation
Post-production · layout
Physical prototypes · 3D scanning
FDM / SLA printing · mesh prep
// projects.render()
01
Voronoi Facade
02
Dendro Volume
03
Noise Terrain
04
Lattice Pavilion
05
Agent Swarm
↓ scroll for detail · full_view()
// project_01.gh
VORONOI
FACADE
// voronoi.attractor_field() → mesh_panelization()
Attractor-driven Voronoi tessellation applied to a double-curved facade surface. Cell density and aperture respond to proximity vectors, creating gradient porosity from solid to transparent.
2025
// render_01
// render_02
// detail_01
// project_02.gh · dendro
DENDRO
VOLUME
// volume.sdf_blend( voxelSize=0.5 ) → remesh()
Volumetric exploration using Dendro's OpenVDB-based SDF workflow. Voxel-resolved boolean operations and smooth blending between multiple iso-surfaces — impossible with conventional NURBS tools.
2025
// render_01
// voxel_detail
// sdf_section
// project_03.py
NOISE
TERRAIN
// perlin.octaves(6) → displace_mesh() → smooth()
Layered Perlin noise drives mesh displacement across a parametric landscape. Multiple octaves blend to produce terrain with controlled roughness — from sweeping hills to fractured rocky surfaces.
2024
// terrain_top
// wireframe
// section_cut
// project_04.gh · 3dprint
LATTICE
PAVILION
// lattice.attractor_deform() → print_prep()
Attractor-point lattice structure designed for FDM 3D printing. Member thickness and orientation respond to proximity fields, creating structurally gradient geometry that transitions from dense to open.
2024
// lattice_view
// print_detail
// diagram
// project_05.py · boids
AGENT
SWARM
// agent.rules( sep, align, cohesion ) → trace_paths()
Multi-agent simulation with emergent collective behaviour. Separation, alignment, and cohesion rules drive swarm movement patterns that inform spatial organisation and structural paths.
2024
// swarm_top
// path_trace
// density_map
// collaboration.init()
Open to collaboration with architects, artists, engineers, and studios who work at the boundary of computation and physical form. If you have a problem that needs an algorithm — let's talk.
// location
Offenbach, DE
hello@
bretthauer.studio
// status
available