CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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Hits 1 to 20 of 145

_id a6f1
authors Bridges, A.H.
year 1986
title Any Progress in Systematic Design?
source Computer-Aided Architectural Design Futures [CAAD Futures Conference Proceedings / ISBN 0-408-05300-3] Delft (The Netherlands), 18-19 September 1985, pp. 5-15
summary In order to discuss this question it is necessary to reflect awhile on design methods in general. The usual categorization discusses 'generations' of design methods, but Levy (1981) proposes an alternative approach. He identifies five paradigm shifts during the course of the twentieth century which have influenced design methods debate. The first paradigm shift was achieved by 1920, when concern with industrial arts could be seen to have replaced concern with craftsmanship. The second shift, occurring in the early 1930s, resulted in the conception of a design profession. The third happened in the 1950s, when the design methods debate emerged; the fourth took place around 1970 and saw the establishment of 'design research'. Now, in the 1980s, we are going through the fifth paradigm shift, associated with the adoption of a holistic approach to design theory and with the emergence of the concept of design ideology. A major point in Levy's paper was the observation that most of these paradigm shifts were associated with radical social reforms or political upheavals. For instance, we may associate concern about public participation with the 1970s shift and the possible use (or misuse) of knowledge, information and power with the 1980s shift. What has emerged, however, from the work of colleagues engaged since the 1970s in attempting to underpin the practice of design with a coherent body of design theory is increasing evidence of the fundamental nature of a person's engagement with the design activity. This includes evidence of the existence of two distinctive modes of thought, one of which can be described as cognitive modelling and the other which can be described as rational thinking. Cognitive modelling is imagining, seeing in the mind's eye. Rational thinking is linguistic thinking, engaging in a form of internal debate. Cognitive modelling is externalized through action, and through the construction of external representations, especially drawings. Rational thinking is externalized through verbal language and, more formally, through mathematical and scientific notations. Cognitive modelling is analogic, presentational, holistic, integrative and based upon pattern recognition and pattern manipulation. Rational thinking is digital, sequential, analytical, explicatory and based upon categorization and logical inference. There is some relationship between the evidence for two distinctive modes of thought and the evidence of specialization in cerebral hemispheres (Cross, 1984). Design methods have tended to focus upon the rational aspects of design and have, therefore, neglected the cognitive aspects. By recognizing that there are peculiar 'designerly' ways of thinking combining both types of thought process used to perceive, construct and comprehend design representations mentally and then transform them into an external manifestation current work in design theory is promising at last to have some relevance to design practice.
series CAAD Futures
email
last changed 2003/11/21 15:16

_id ga0024
id ga0024
authors Ferrara, Paolo and Foglia, Gabriele
year 2000
title TEAnO or the computer assisted generation of manufactured aesthetic goods seen as a constrained flux of technological unconsciousness
source International Conference on Generative Art
summary TEAnO (Telematica, Elettronica, Analisi nell'Opificio) was born in Florence, in 1991, at the age of 8, being the direct consequence of years of attempts by a group of computer science professionals to use the digital computers technology to find a sustainable match among creation, generation (or re-creation) and recreation, the three basic keywords underlying the concept of “Littérature potentielle” deployed by Oulipo in France and Oplepo in Italy (see “La Littérature potentielle (Créations Re-créations Récréations) published in France by Gallimard in 1973). During the last decade, TEAnO has been involving in the generation of “artistic goods” in aesthetic domains such as literature, music, theatre and painting. In all those artefacts in the computer plays a twofold role: it is often a tool to generate the good (e.g. an editor to compose palindrome sonnets of to generate antonymic music) and, sometimes it is the medium that makes the fruition of the good possible (e.g. the generator of passages of definition literature). In that sense such artefacts can actually be considered as “manufactured” goods. A great part of such creation and re-creation work has been based upon a rather small number of generation constraints borrowed from Oulipo, deeply stressed by the use of the digital computer massive combinatory power: S+n, edge extraction, phonetic manipulation, re-writing of well known masterpieces, random generation of plots, etc. Regardless this apparently simple underlying generation mechanisms, the systematic use of computer based tools, as weel the analysis of the produced results, has been the way to highlight two findings which can significantly affect the practice of computer based generation of aesthetic goods: ? the deep structure of an aesthetic work persists even through the more “desctructive” manipulations, (such as the antonymic transformation of the melody and lyrics of a music work) and become evident as a sort of profound, earliest and distinctive constraint; ? the intensive flux of computer generated “raw” material seems to confirm and to bring to our attention the existence of what Walter Benjamin indicated as the different way in which the nature talk to a camera and to our eye, and Franco Vaccari called “technological unconsciousness”. Essential references R. Campagnoli, Y. Hersant, “Oulipo La letteratura potenziale (Creazioni Ri-creazioni Ricreazioni)”, 1985 R. Campagnoli “Oupiliana”, 1995 TEAnO, “Quaderno n. 2 Antologia di letteratura potenziale”, 1996 W. Benjiamin, “Das Kunstwerk im Zeitalter seiner technischen Reprodizierbarkeit”, 1936 F. Vaccari, “Fotografia e inconscio tecnologico”, 1994
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 78ca
authors Friedland, P. (Ed.)
year 1985
title Special Section on Architectures for Knowledge-Based Systems
source CACM (28), 9, September
summary A fundamental shift in the preferred approach to building applied artificial intelligence (AI) systems has taken place since the late 1960s. Previous work focused on the construction of general-purpose intelligent systems; the emphasis was on powerful inference methods that could function efficiently even when the available domain-specific knowledge was relatively meager. Today the emphasis is on the role of specific and detailed knowledge, rather than on reasoning methods.The first successful application of this method, which goes by the name of knowledge-based or expert-system research, was the DENDRAL program at Stanford, a long-term collaboration between chemists and computer scientists for automating the determination of molecular structure from empirical formulas and mass spectral data. The key idea is that knowledge is power, for experts, be they human or machine, are often those who know more facts and heuristics about a domain than lesser problem solvers. The task of building an expert system, therefore, is predominantly one of teaching" a system enough of these facts and heuristics to enable it to perform competently in a particular problem-solving context. Such a collection of facts and heuristics is commonly called a knowledge base. Knowledge-based systems are still dependent on inference methods that perform reasoning on the knowledge base, but experience has shown that simple inference methods like generate and test, backward-chaining, and forward-chaining are very effective in a wide variety of problem domains when they are coupled with powerful knowledge bases. If this methodology remains preeminent, then the task of constructing knowledge bases becomes the rate-limiting factor in expert-system development. Indeed, a major portion of the applied AI research in the last decade has been directed at developing techniques and tools for knowledge representation. We are now in the third generation of such efforts. The first generation was marked by the development of enhanced AI languages like Interlisp and PROLOG. The second generation saw the development of knowledge representation tools at AI research institutions; Stanford, for instance, produced EMYCIN, The Unit System, and MRS. The third generation is now producing fully supported commercial tools like KEE and S.1. Each generation has seen a substantial decrease in the amount of time needed to build significant expert systems. Ten years ago prototype systems commonly took on the order of two years to show proof of concept; today such systems are routinely built in a few months. Three basic methodologies-frames, rules, and logic-have emerged to support the complex task of storing human knowledge in an expert system. Each of the articles in this Special Section describes and illustrates one of these methodologies. "The Role of Frame-Based Representation in Reasoning," by Richard Fikes and Tom Kehler, describes an object-centered view of knowledge representation, whereby all knowldge is partitioned into discrete structures (frames) having individual properties (slots). Frames can be used to represent broad concepts, classes of objects, or individual instances or components of objects. They are joined together in an inheritance hierarchy that provides for the transmission of common properties among the frames without multiple specification of those properties. The authors use the KEE knowledge representation and manipulation tool to illustrate the characteristics of frame-based representation for a variety of domain examples. They also show how frame-based systems can be used to incorporate a range of inference methods common to both logic and rule-based systems.""Rule-Based Systems," by Frederick Hayes-Roth, chronicles the history and describes the implementation of production rules as a framework for knowledge representation. In essence, production rules use IF conditions THEN conclusions and IF conditions THEN actions structures to construct a knowledge base. The autor catalogs a wide range of applications for which this methodology has proved natural and (at least partially) successful for replicating intelligent behavior. The article also surveys some already-available computational tools for facilitating the construction of rule-based knowledge bases and discusses the inference methods (particularly backward- and forward-chaining) that are provided as part of these tools. The article concludes with a consideration of the future improvement and expansion of such tools.The third article, "Logic Programming, " by Michael Genesereth and Matthew Ginsberg, provides a tutorial introduction to the formal method of programming by description in the predicate calculus. Unlike traditional programming, which emphasizes how computations are to be performed, logic programming focuses on the what of objects and their behavior. The article illustrates the ease with which incremental additions can be made to a logic-oriented knowledge base, as well as the automatic facilities for inference (through theorem proving) and explanation that result from such formal descriptions. A practical example of diagnosis of digital device malfunctions is used to show how significantand complex problems can be represented in the formalism.A note to the reader who may infer that the AI community is being split into competing camps by these three methodologies: Although each provides advantages in certain specific domains (logic where the domain can be readily axiomatized and where complete causal models are available, rules where most of the knowledge can be conveniently expressed as experiential heuristics, and frames where complex structural descriptions are necessary to adequately describe the domain), the current view is one of synthesis rather than exclusivity. Both logic and rule-based systems commonly incorporate frame-like structures to facilitate the representation of large amounts of factual information, and frame-based systems like KEE allow both production rules and predicate calculus statements to be stored within and activated from frames to do inference. The next generation of knowledge representation tools may even help users to select appropriate methodologies for each particular class of knowledge, and then automatically integrate the various methodologies so selected into a consistent framework for knowledge. "
series journal paper
last changed 2003/04/23 15:14

_id e191
authors Fuchs, Henry, Goldfeather, Jack and Hultquist, Jeff P.
year 1985
title Fast Spheres, Shadows, Textures, Transparencies, and Image Enhancements in Pixel-Planes
source SIGGRAPH '85 Conference Proceedings. July, 1985. 1985. vol. 19 ; no. 3: pp. 111-120 : ill. includes bibliography
summary Pixel-planes is a logic-enhanced memory system for raster graphics and imaging. Although each pixel-memory is enhanced with a one-bit ALU, the system's real power comes from a tree of one-bit address that can evaluate linear expressions Ax + By + C for every pixel (x,y) simultaneously, as fast as the ALUs and the memory circuits can accept the results. The development of a variety of algorithms that exploit this fast linear expression evaluation capability has started. The paper reports some of those results. Illustrated in this paper is a sample image from a small working prototype of the Pixel- planes hardware and a variety of images from simulations of a full-scale system. Timing estimates indicate that 30,000 smooth shaded triangles can be generated per second, or 21, 000 smooth-shaded and shadowed triangles can be generated per second, or over 25,000 shaded spheres can be generated per second. Image-enhancement by adaptive histogram equalization can be performed within 4 seconds on a 512 x 512 image
keywords shadowing, image processing, algorithms, polygons, clipping, computer graphics, technology, hardware
series CADline
last changed 2003/06/02 10:24

_id sigradi2007_af13
id sigradi2007_af13
authors Granero, Adriana Edith; Alicia Barrón; María Teresa Urruti
year 2007
title Transformations in the educational system, Influence of the Digital Graph [Transformaciones en el sistema educacional, influencia de la Gráfica Digital]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 182-186
summary The educative proposal was based on the summary attained through experiences piled up during the 2 last semester courses, 2/2006-1/2007. This proposal corresponds to a mix of methodology (by personal attendance / by internet). Founding on the Theory of the Game (Eric Berne 1960) and on different theories such as: Multiple intelligences (Haward Gardner 1983), Emotional Intelligence (Peter Salowey and John Mayer 1990, Goleman 1998), Social Intelligence (Goleman 2006), the Triarchy of Intelligence (Stemberg, R.J. 1985, 1997), “the hand of the human power”, it´s established that the power of the voice, that of the imagination, the reward, the commitment and association produce a significant increase of the productivity (Rosabeth Moss Kanter 2000), aside from the constructive processes of the knowledge (new pedagogical concepts constructivista of Ormrod J.E. 2003 and Tim O´Reilly 2004).
series SIGRADI
email
last changed 2016/03/10 09:52

_id 68aa
authors Greenberg, Donald P.
year 1986
title Computer Graphics and Visualization
source Computer-Aided Architectural Design Futures [CAAD Futures Conference Proceedings / ISBN 0-408-05300-3] Delft (The Netherlands), 18-19 September 1985, pp. 63-67
summary The field of computer graphics has made enormous progress during the past decade. It is rapidly approaching the time when we will be able to create images of such realism that it will be possible to 'walk through' nonexistent spaces and to evaluate their aesthetic quality based on the simulations. In this chapter we wish to document the historical development of computer graphics image creation and describe some techniques which are currently being developed. We will try to explain some pilot projects that we are just beginning to undertake at the Program of Computer Graphics and the Center for Theory and Simulation in Science and Engineering at Cornell University.
series CAAD Futures
last changed 1999/04/03 17:58

_id 0711
authors Kunnath, S.K., Reinhorn, A.M. and Abel, J.F.
year 1990
title A Computational Tool for Evaluation of Seismic Performance of RC Buildings
source February, 1990. [1] 15 p. : ill. graphs, tables. includes bibliography: p. 10-11
summary Recent events have demonstrated the damaging power of earthquakes on structural assemblages resulting in immense loss of life and property (Mexico City, 1985; Armenia, 1988; San Francisco, 1989). While the present state-of-the-art in inelastic seismic response analysis of structures is capable of estimating response quantities in terms of deformations, stresses, etc., it has not established a physical qualification of these end-results into measures of damage sustained by the structure wherein system vulnerability is ascertained in terms of serviceability, repairability, and/or collapse. An enhanced computational tool is presented in this paper for evaluation of reinforced concrete structures (such as buildings and bridges) subjected to seismic loading. The program performs a series of tasks to enable a complete evaluation of the structural system: (a) elastic collapse- mode analysis to determine the base shear capacity of the system; (b) step-by-step time history analysis using a macromodel approach in which the inelastic behavior of RC structural components is incorporated; (c) reduction of the response quantities to damage indices so that a physical interpretation of the response is possible. The program is built around two graphical interfaces: one for preprocessing of structural and loading data; and the other for visualization of structural damage following the seismic analysis. This program can serve as an invaluable tool in estimating the seismic performance of existing RC buildings and for designing new structures within acceptable levels of damage
keywords seismic, structures, applications, evaluation, civil engineering, CAD
series CADline
last changed 2003/06/02 14:41

_id 8f9d
authors Wolchko, Matthew J.
year 1985
title Strategies Toward Architectural Knowledge Engineering
source ACADIA Workshop ‘85 [ACADIA Conference Proceedings] Tempe (Arizona / USA) 2-3 November 1985, pp. 69-82
doi https://doi.org/10.52842/conf.acadia.1985.069
summary Conventional CAD-drafting systems become more powerful modeling tools with the addition of a linked attribute spreadsheet module. This affords the designer the ability to make design decisions not only in the graphic environment, but also as a consequence of quantitative design constraints made apparent in the spreadsheet. While the spreadsheet interface is easily understood by the user, it suffers from two limitations: it lacks a variety of functional capabilities that would enable it to solve more complex design tasks; also, it can only report on existing conditions in the graphic environment. A proposal is made for the enhancement of the spreadsheet's programming power, creating an interface for the selection of program modules that can solve various architectural design tasks. Due to the complexity and graphic nature of architectural design, it is suggested that both procedural and propositional programming methods be used in concert within such a system. In the following, a suitable design task (artificial illumination-reflected ceiling layout) is selected, and then decomposed into two parts: the quantitative analysis (via the application of a procedural programming algorithm), and a logical model generation using shape grammar rules in a propositional framework.
series ACADIA
last changed 2022/06/07 07:57

_id avocaad_2001_16
id avocaad_2001_16
authors Yu-Ying Chang, Yu-Tung Liu, Chien-Hui Wong
year 2001
title Some Phenomena of Spatial Characteristics of Cyberspace
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary "Space," which has long been an important concept in architecture (Bloomer & Moore, 1977; Mitchell, 1995, 1999), has attracted interest of researchers from various academic disciplines in recent years (Agnew, 1993; Benko & Strohmayer, 1996; Chang, 1999; Foucault, 1982; Gould, 1998). Researchers from disciplines such as anthropology, geography, sociology, philosophy, and linguistics regard it as the basis of the discussion of various theories in social sciences and humanities (Chen, 1999). On the other hand, since the invention of Internet, Internet users have been experiencing a new and magic "world." According to the definitions in traditional architecture theories, "space" is generated whenever people define a finite void by some physical elements (Zevi, 1985). However, although Internet is a virtual, immense, invisible and intangible world, navigating in it, we can still sense the very presence of ourselves and others in a wonderland. This sense could be testified by our naming of Internet as Cyberspace -- an exotic kind of space. Therefore, as people nowadays rely more and more on the Internet in their daily life, and as more and more architectural scholars and designers begin to invest their efforts in the design of virtual places online (e.g., Maher, 1999; Li & Maher, 2000), we cannot help but ask whether there are indeed sensible spaces in Internet. And if yes, these spaces exist in terms of what forms and created by what ways?To join the current interdisciplinary discussion on the issue of space, and to obtain new definition as well as insightful understanding of "space", this study explores the spatial phenomena in Internet. We hope that our findings would ultimately be also useful for contemporary architectural designers and scholars in their designs in the real world.As a preliminary exploration, the main objective of this study is to discover the elements involved in the creation/construction of Internet spaces and to examine the relationship between human participants and Internet spaces. In addition, this study also attempts to investigate whether participants from different academic disciplines define or experience Internet spaces in different ways, and to find what spatial elements of Internet they emphasize the most.In order to achieve a more comprehensive understanding of the spatial phenomena in Internet and to overcome the subjectivity of the members of the research team, the research design of this study was divided into two stages. At the first stage, we conducted literature review to study existing theories of space (which are based on observations and investigations of the physical world). At the second stage of this study, we recruited 8 Internet regular users to approach this topic from different point of views, and to see whether people with different academic training would define and experience Internet spaces differently.The results of this study reveal that the relationship between human participants and Internet spaces is different from that between human participants and physical spaces. In the physical world, physical elements of space must be established first; it then begins to be regarded as a place after interaction between/among human participants or interaction between human participants and the physical environment. In contrast, in Internet, a sense of place is first created through human interactions (or activities), Internet participants then begin to sense the existence of a space. Therefore, it seems that, among the many spatial elements of Internet we found, "interaction/reciprocity" Ñ either between/among human participants or between human participants and the computer interface Ð seems to be the most crucial element.In addition, another interesting result of this study is that verbal (linguistic) elements could provoke a sense of space in a degree higher than 2D visual representation and no less than 3D visual simulations. Nevertheless, verbal and 3D visual elements seem to work in different ways in terms of cognitive behaviors: Verbal elements provoke visual imagery and other sensory perceptions by "imagining" and then excite personal experiences of space; visual elements, on the other hand, provoke and excite visual experiences of space directly by "mapping".Finally, it was found that participants with different academic training did experience and define space differently. For example, when experiencing and analyzing Internet spaces, architecture designers, the creators of the physical world, emphasize the design of circulation and orientation, while participants with linguistics training focus more on subtle language usage. Visual designers tend to analyze the graphical elements of virtual spaces based on traditional painting theories; industrial designers, on the other hand, tend to treat these spaces as industrial products, emphasizing concept of user-center and the control of the computer interface.The findings of this study seem to add new information to our understanding of virtual space. It would be interesting for future studies to investigate how this information influences architectural designers in their real-world practices in this digital age. In addition, to obtain a fuller picture of Internet space, further research is needed to study the same issue by examining more Internet participants who have no formal linguistics and graphical training.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id ce52
authors Abram, Greg, Weslover, Lee and Whitted, Turner
year 1985
title Efficient Alias-Free Rendering using Bit-masks and Look-up Tables
source SIGGRAPH '85 Conference Proceedings. July, 1985. vol. 19 ; no. 3: pp. 53-59 : ill. (some col.). includes bibliography
summary The authors demonstrate methods of rendering alias-free synthetic images using a precomputed convolution integral. The method is based on the observation that a visible polygon fragment's contribution to an image is solely a function of its position and shape, and that within a reasonable level of accuracy, a limited number of shapes represent the majority of cases encountered in images commonly rendered. The basic technique has been applied to several different rendering algorithms. A version of the newly non-uniform sampling technique implemented in the same program but with different tables values was introduced
keywords algorithms, computer graphics, anti-aliasing
series CADline
last changed 2003/06/02 13:58

_id 678e
authors Aish, Robert
year 1986
title Three-dimensional Input and Visualization
source Computer-Aided Architectural Design Futures [CAAD Futures Conference Proceedings / ISBN 0-408-05300-3] Delft (The Netherlands), 18-19 September 1985, pp. 68-84
summary The aim of this chapter is to investigate techniques by which man-computer interaction could be improved, specifically in the context of architectural applications of CAD. In this application the object being designed is often an assembly of defined components. Even if the building is not actually fabricated from such components, it is usually conceptualized in these terms. In a conventional graphics- based CAD system these components are usually represented by graphical icons which are displayed on the graphics screen and arranged by the user. The system described here consists of three- dimensional modelling elements which the user physically assembles to form his design. Unlike conventional architectural models which are static (i.e. cannot be changed by the users) and passive (i.e. cannot be read by a CAD system), this model is both 'user generated' and 'machine readable'. The user can create, edit and view the model by simple, natural modelling activities and without the need to learn complex operating commands often associated with CAD systems. In particular, the user can view the model, altering his viewpoint and focus of attention in a completely natural way. Conventional computer graphics within an associated CAD system are used to represent the detailed geometry which the different three-dimensional icons may represent. In addition, computer graphics are also used to present the output of the performance attributes of the objects being modelled. In the architectural application described in this chapter an energy- balance evaluation is displayed for a building designed using the modelling device. While this system is not intended to offer a completely free-form input facility it can be considered to be a specialist man-machine interface of particular relevance to architects or engineers.
series CAAD Futures
email
last changed 2003/11/21 15:15

_id cc15
authors Ansaldi, Silvia, De Floriani, Leila and Falcidieno, Bianca
year 1985
title Geometric Modeling of Solid Objects by Using a Face Adjacency Graph Representation
source SIGGRAPH '85 Conference Proceedings. July, 1985. vol. 19 ; no. 3: pp. 131-139 : ill. includes bibliography
summary A relational graph structure based on a boundary representation of solid objects is described. In this structure, called Face Adjacency Graph, nodes represent object faces, whereas edges and vertices are encoded into arcs and hyperarcs. Based on the face adjacency graph, the authors define a set of primitive face-oriented Euler operators, and a set of macro operators for face manipulation, which allow a compact definition and an efficient updating of solid objects. The authors briefly describe a hierarchical graph structure based on the face adjacency graph, which provides a representation of an object at different levels of detail. Thus it is consistent with the stepwise refinement process through which the object description is produced
keywords geometric modeling, graphs, objects, representation, data structures,B-rep, solid modeling, Euler operators
series CADline
last changed 2003/06/02 10:24

_id acfe
authors Archea, John
year 1985
title Architecture's Unique Position Among the Disciplines : Puzzle-Making vs. Problem Solving
source CRIT XV, The Architectural Student Journal. Summer, 1985. pp. 20-22
summary Most disciplines involved in the building process, i.e., programmers, space planners, and engineers work in what may be described as a problem solving mode. They state desired effects as explicit performance criteria before they initiate a decision process and test alternative solutions against those criteria until a fit is attained which falls within known probabilities of success. Architects, however are not problem solvers and they are not seeking explicit information when they design how buildings work. Architects are puzzle- makers, They are primarily concerned with unique design concepts. It is through the act of designing, or puzzle- making, that the architect learn what they want to accomplish and how. With regard to the making of buildings, places or experiences, the architect is a puzzle-maker surrounded by a group of problem solvers who address separate pieces of the puzzle
keywords puzzle making, design process, problem solving, architecture
series CADline
last changed 1999/02/12 15:07

_id 8ae8
authors Ayala, D., P. Brunet and Juan (et al)
year 1985
title Object Representation by Means of Nominimal Division Quadtrees and Octrees
source ACM Transactions on Graphics. January, 1985. vol. 4: pp. 41-59 : ill. includes bibliography
summary Quadtree representation of two-dimensional objects is performed with a tree that describes the recursive subdivision of the more complex parts of a picture until the desired resolution is reached. At the end, all the leaves of the tree are square cells that lie completely inside or outside the object. There are two great disadvantages in the use of quadtrees as a representation scheme for objects in geometric modeling system: The amount of memory required for polygonal objects is too great, and it is difficult to recompute the boundary representation of the object after some Boolean operations have been performed. In the present paper a new class of quadtrees, in which nodes may contain zero or one edge, is introduced. By using these quadtrees, storage requirements are reduced and it is possible to obtain the exact backward conversion to boundary representation. Algorithms for the generation of the quadtree, boolean operation, and recomputation of the boundary representation are presented, and their complexities in time and space are discussed. Three- dimensional algorithms working on octrees are also presented. Their use in the geometric modeling of three-dimensional polyhedral objects is discussed
keywords geometric modeling, algorithms, octree, quadtree, curves, curved surfaces, boolean operations
series CADline
last changed 2003/06/02 13:58

_id 2ae0
authors Bairstow, Jeffrey N.
year 1985
title Chip Design Made Easy
source high Technology. June, 1985. pp. 18-25 : ill. includes bibliography: p. 74
summary The combination of powerful engineering workstations and novel software tools is making custom chip design economical even for engineers without the specific training. The availability of new automated design technology is promoted by the changing market dynamics. The design of an integrated circuit, with hardware choices, is described
keywords business, AI, electrical engineering, hardware
series CADline
last changed 2003/06/02 13:58

_id 2730
authors Balkovich, Edward, Lerman, Steven and Parmelee, Richard P.
year 1985
title Computing in Higher Education : The ATHENA Experience
source communications of the ACM. November, 1985. vol. 28: pp. 1214- 1224
summary In this article the use of computation in higher education is approached from the broad sense of its actual use in the curriculum. The authors try to identify areas where current educational methods have observable deficiencies that might be alleviated by the use of appropriate software/hardware combinations. Project ATHENA at MIT is the example the article is based on
keywords networks, software, hardware, UNIX, education
series CADline
last changed 2003/06/02 13:58

_id c89d
authors Bancroft, Pamela J.
year 1987
title The Integration of Computing into Architectural Education Through Computer Literate Faculty
source Integrating Computers into the Architectural Curriculum [ACADIA Conference Proceedings] Raleigh (North Carolina / USA) 1987, pp. 109-120
doi https://doi.org/10.52842/conf.acadia.1987.109
summary This paper discusses the apparent correlation between faculty computer literacy and the success of integrating computing into architectural education. Relevant questions of a 1985 national survey which was conducted to study the historical development of faculty computer utilization are analyzed and interpreted. The survey results are then used as the basis for a series of recommendations given for increasing computer literacy among faculty in architectural schools, thus increasing the integration of computing.

series ACADIA
last changed 2022/06/07 07:54

_id 2928
authors Barsky, Brian A. and De Rose, Tony D.
year 1985
title The Beta2-spline : A Special Case of the Beta-spline Curve and Surface Representation
source IEEE Computer Graphics and Applications September, 1985. vol. 5: pp. 46-58 : ill. includes bibliography.
summary This article develops a special case of the Beta-spline curve and surface technique called the Beta2-spline. While a general Beta-spline has two parameters (B1 and B2) controlling its shape, the special case presented here has only the single parameter B2. Experience has shown this to be a simple but very useful special case that is computationally more efficient than the general case. Optimized algorithms for the evaluation of the Beta2-spline basis functions and rendering of Beta2-spline curves and surfaces via subdivision are presented. This technique is proving to be quite useful in the modeling of complex shapes. The representation is sufficiently general and flexible so as to be capable of modeling irregular curved-surface objects such as automobile bodies, aircraft fuselages, ship hulls, turbine blades, and bottles
keywords B-splines, curved surfaces, computational geometry, representation, algorithms, computer graphics, rendering
series CADline
last changed 2003/06/02 14:41

_id c50a
authors Bartschi, Martin
year 1985
title An Overview of Information Retrieval Subjects
source IEEE Computer. May, 1985. vol. 18: pp. 67-84 : ill. includes bibliography
summary The aim of an information retrieval system is to find information items relevant to an information need. As relevance is a kind of similarity relation between the concepts represented by the information item and those represented by the formulation of the information need, it is not astonishing to discover that the class of possible query forms -formulations of the information needs - is the same as the class of possible representations of information items. This article overviews current research problems in information structure and query evaluation
keywords database, information, queries, systems
series CADline
last changed 1999/02/12 15:07

_id 2d64
authors Batori, D.S. and Kim, W.
year 1985
title Modeling Concepts for VLSI CAD Objects
source ACM Transactions on Database Systems 10 No. 3 - pp. 322-346
summary VLSI CAD applications deal with design objects that have an interface description and an implementation description. Versions of design objects have a common interface but differ in their implementations. A molecular object is a modeling construct which enables a database entity to be represented by two sets of heterogeneous records, one set describes the object's interface and the other describes its implementation. Thus a reasonable starting point for modeling design objects is to begin with the concept of molecular objects. In this paper, we identify modeling concepts that are fundamental to capturing the semantics of VLSI CAD design objects and versions in terms of molecular objects. A provisional set of user operations on design objects, consistent with these modeling concepts, is also defined. The modeling framework that we present has been found useful for investigating physical storage techniques and change notification problems in version control. REFERENCES
series journal paper
last changed 2003/11/21 15:16

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