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 518

_id 51c2
authors Melling, G., Bradley, D.A., McKee, H. and Widden, M.B.
year 1997
title The development of a rapid-prototyping technique for mechatronic-augmented heavy plant
source Automation in Construction 5 (5) (1997) pp. 365-378
summary Telechiric, semi-autonomous and autonomous heavy plant is finding an increasing role in applications such as construction, sub-sea work and decommissioning. There is a need for improved operator interfaces for such plant, and hence for rapid-prototyping tools which link the development of the operator interface with control and operational strategies and with machine geometries. The paper sets out a strategy by which different operator interfaces can be readily evaluated while at the same time generating the requisite information structure for the control of real items of plant. The proposed system is based on the use of interconnected PCs, one to simulate the operator interface and another to provide a kinematic representation of the machine using an appropriate "desk-top reality" environment. This system offers a safe, practical, rapid and cost-effective means of assessing proposed operator interfaces, as well as facilitating the development of machine kinematic structures and the associated operational and control strategies.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 58f4
authors Barequet, G. and Kumar, S.
year 1997
title Repairing CAD models
source Proceedings of IEEE Visualizationí97, pp. 363-370
summary We describe an algorithm for repairing polyhedral CAD models that have errors in their B-REP. Errors like cracks, degeneracies, duplication, holes and overlaps are usually introduced in solid models due to imprecise arithmetic, model transformations, designer's fault, programming bugs, etc. Such errors often hamper further processing like finite element analysis, radiosity computation and rapid prototyping. Our fault-repair algorithm converts an unordered collection of polygons to a shared-vertex representation to help eliminate errors. This is done by choosing, for each polygon edge, the most appropriate edge to unify it with. The two edges are then geometrically merged into one, by moving vertices. At the end of this process, each polygon edge is either coincident with another or is a boundary edge for a polygonal hole or a dangling wall and may be appropriately repaired. Finally, in order to allow user- inspection of the automatic corrections, we produce a visualization of the repair and let the user mark the corrections that conflict with the original design intent. A second iteration of the correction algorithm then produces a repair that is commensurate with the intent. Thus, by involving the users in a feedback loop, we are able to refine the correction to their satisfaction.
series other
email
last changed 2003/04/23 15:14

_id caadria2010_042
id caadria2010_042
authors Celento, David
year 2010
title Open-source, parametric architecture to propagate hyper-dense, sustainable urban communities: parametric urban dwellings for the experience economy
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 443-452
doi https://doi.org/10.52842/conf.caadria.2010.443
summary Rapid developments in societal, technological, and natural systems suggest profound changes ahead if research in panarchical systems (Holling, 2001) is to be believed. Panarchy suggests that systems, both natural and man-made, rise to the point of vulnerability then fail due to disruptive forces in a process of ‘creative destruction.’ This sequence allows for radical, and often unpredictable, renewal. Pressing sustainability concerns, burgeoning urban growth, and emergent ‘green manufacturing’ laws, suggest that future urban dwellings are headed toward Gladwell’s ‘tipping point’ (2002). Hyper-dense, sustainable, urban communities that employ open-source standards, parametric software, and web-based configurators are the new frontier for venerable visions. Open-source standards will permit the design, manufacture, and sale of highly diverse, inter-operable components to create compact urban living environments that are technologically sophisticated, sustainable, and mobile. These mass-customised dwellings, akin to branded consumer goods, will address previous shortcomings for prefabricated, mobile dwellings by stimulating consumer desire in ways that extend the arguments of both Joseph Pine (1992) and Anna Klingman (2007). Arguments presented by authors Makimoto and Manners (1997) – which assert that the adoption of digital and mobile technologies will create large-scale societal shifts – will be extended with several solutions proposed.
keywords Mass customisation; urban dwellings; open source standards; parametric design; sustainability
series CAADRIA
email
last changed 2022/06/07 07:55

_id 389b
authors Do, Ellen Yi-Luen
year 2000
title Sketch that Scene for Me: Creating Virtual Worlds by Freehand Drawing
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 265-268
doi https://doi.org/10.52842/conf.ecaade.2000.265
summary With the Web people can now view virtual threedimensional worlds and explore virtual space. Increasingly, novice users are interested in creating 3D Web sites. Virtual Reality Modeling Language gained ISO status in 1997, although it is being supplanted by the compatible Java3D API and alternative 3D Web technologies compete. Viewing VRML scenes is relatively straightforward on most hardware platforms and browsers, but currently there are only two ways to create 3D virtual scenes: One is to code the scene directly using VRML. The other is to use existing CAD and modeling software, and save the world in VRML format or convert to VRML from some other format. Both methods are time consuming, cumbersome, and have steep learning curves. Pen-based user interfaces, on the other hand, are for many an easy and intuitive method for graphics input. Not only are people familiar with the look and feel of paper and pencil, novice users also find it less intimidating to draw what they want, where they want it instead of using a complicated tool palette and pull-down menus. Architects and designers use sketches as a primary tool to generate design ideas and to explore alternatives, and numerous computer-based interfaces have played on the concept of "sketch". However, we restrict the notion of sketch to freehand drawing, which we believe helps people to think, to envision, and to recognize properties of the objects with which they are working. SKETCH employs a pen interface to create three-dimensional models, but it uses a simple language of gestures to control a three-dimensional modeler; it does not attempt to interpret freehand drawings. In contrast, our support of 3D world creation using freehand drawing depend on users’ traditional understanding of a floor plan representation. Igarashi et al. used a pen interface to drive browsing in a 3D world, by projecting the user’s marks on the ground plane in the virtual world. Our Sketch-3D project extends this approach, investigating an interface that allows direct interpretation of the drawing marks (what you draw is what you get) and serves as a rapid prototyping tool for creating 3D virtual scenes.
keywords Freehand Sketching, Pen-Based User Interface, Interaction, VRML, Navigation
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:55

_id 888f
authors Park, Taeyeol and Miranda, Valerian
year 1997
title Representation of Architectural Concepts in the Study of Precedents: A Concept-Learning System
source Design and Representation [ACADIA ‘97 Conference Proceedings / ISBN 1-880250-06-3] Cincinatti, Ohio (USA) 3-5 October 1997, pp. 123-129
doi https://doi.org/10.52842/conf.acadia.1997.123
summary Learning architectural concepts through the study of precedents is a common activity in design studio. Traditionally, an instructor presents a design concept by showing selected examples using slides, photographs, drawings, texts and verbal analyses. This method relies on a linear mode of conveying design knowledge and is time bound. It emphasizes information retention and recall of facts rather than an understanding of information.

However, if information on architectural precedents are represented digitally in a system designed to promote understanding of the material rather than just present facts, then some disadvantages of the traditional method may be overcome and additional advantages may be achieved. This paper describes a computer-assisted lesson system designed to represent architectural concepts related to spatial composition in design by using graphic images and text and reports on its development, implementation and testing. The system relies on many characteristics, such as accessibility, interactivity, flexibility, rapid feedback, etc., which are known to foster effective concept learning. The paper also evaluates the viability and effectiveness of this system from a technological and logistical viewpoint as well as from a concept learning viewpoint, and concludes with a discussion on other potential applications.

series ACADIA
email
last changed 2022/06/07 07:59

_id 14e6
authors Pegna, J.
year 1997
title Exploratory investigation of solid freeform construction
source Automation in Construction 5 (5) (1997) pp. 427-437
summary A radical departure from generally accepted concepts in construction robotics is proposed in this paper. A new process derived from the emerging field of additive manufacturing processes is investigated for its potential effectiveness in construction automation. In essence, complex assemblies of large construction components are substituted with a large number of elemental component assemblies. The massive complexity of information processing required in construction is replaced with a large number of simple elemental operations which lend themselves easily to computer control. This exploratory work is illustrated with sample masonry structures that cannot be obtained by casting. They are manufactured by an incremental deposition of sand and Portland cement akin to Navajo sand painting. A thin layer of sand is deposited, followed by the deposition of a patterned layer of cement. Steam is then applied to the layer to obtain rapid curing. A characterization of the resulting material properties shows rather novel anisotropic properties for mortar. Finally, the potential of this approach for solid freeform fabrication of large structures is assessed.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:23

_id 567d
authors Farrag, C., Pinna Braga, F. and Teixeira, P.
year 2000
title Investigação de Metodologia de Ensino de Informática Aplicada à Arquitetura (Research on the Methodology for Teaching Computer Applications in Architecture)
source SIGraDi’2000 - Construindo (n)o espacio digital (constructing the digital Space) [4th SIGRADI Conference Proceedings / ISBN 85-88027-02-X] Rio de Janeiro (Brazil) 25-28 september 2000, pp. 347-349
summary Description of class research from 1997-2 to 2000-1 in “Applied Computing in Architecture” conducted in the sixth semester of the Architecture Program at Faculdade de Belas Artes de São Paulo. The study is intended to analyze, evaluate and discover new paradigms in the introduction/application of class methodologies of teaching the use of computer in the design process. Our intention is to verify the students natural understanding of the principles of 3D digital modeling by introducing new tools for defining space and form, using the computer as a communication/representation system, and not only as a mimetized production tool. The challenge was to find a natural syntony between the digital projectual process and the learning process. At the end of each semester we evaluated the results and redirected the class proposals.
series SIGRADI
email
last changed 2016/03/10 09:51

_id e82f
authors Howe, A Scott
year 1997
title Designing for Automated Construction
source CAADRIA ‘97 [Proceedings of the Second Conference on Computer Aided Architectural Design Research in Asia / ISBN 957-575-057-8] Taiwan 17-19 April 1997, pp. 83-92
doi https://doi.org/10.52842/conf.caadria.1997.083
summary The majority of automated construction research and development has been bottom-up, from the construction/engineering side rather than top-down from the design end. In order to optimize the use of automated technology, it is important that design principles based on the technology are considered. This paper seeks to address topics related to designing robotic systems for construction, and developing overall design principles for top-down architect/design applications. The research herein is divided into a theoretical research programme for the purpose of deriving a simple shape grammar and a simulation research programme for understanding component connections and robotic manipulation. The second part of this paper introduces a concept automated construction system designed according to the principles derived from the investigation.
series CAADRIA
last changed 2022/06/07 07:50

_id 3e1c
authors Mortenson, M.E.
year 1997
title Geometric Modeling
source New York: Wiley Computer Publishing
summary A comprehensive, up-to-date presentation of all the indispensable core concepts of geometric modeling. Now completely updated to reflect the most recent developments in the field, Geometric Modeling clearly presents and compares all the important mathematical approaches to modeling curves, surfaces, and solids, and shows how to shape and assemble these elements into more complex models. Its thorough coverage also includes the concomitant geometric processing necessary, e.g., the computation of intersections, offsets, and fillets. Written in a style that is virtually free of the jargon of special applications, this unique book focuses on the essence of geometric modeling and treats it as a discipline in its own right. This integrated approach allows the reader to focus on the principles and logic of geometric modeling without requiring background knowledge of CAD/CAM, computer graphics, or computer programming. Supported by more than 300 illustrations, Geometric Modeling appeals to the reader's visual and intuitive skills in a way that makes understanding the more abstract concepts much easier. This new edition features a host of new application areas, including topology, special effects in cinematography, the design and control of type fonts, and virtual reality, as well as numerous application examples. For computer graphics specialists, application designers and developers, scientific programmers, and advanced students, Geometric Modeling, Second Edition will serve as a complete and invaluable guide to the entire field.
series other
last changed 2003/04/23 15:14

_id b8a4
authors Dani, Tushar H and Gadh, Rajit
year 1997
title Creation of concept shape designs via a virtual reality interface
source Computer-Aided Design, Vol. 29 (8) (1997) pp. 555-563
summary This paper describes an approach for creating concept shape designs in a virtual reality environment--COVIRDS (COnceptual VIRtual Design System. Conceptdesign refers to the ab initio design of a product or part. In concept design, the product details such as shape features and exact dimensions are not rigidly definedand the designer has some freedom in determining the shape and dimensions of the product. Current CAD require the designer to specify shape and dimensions tocreate CAD models of products even though these are probably not necessary at the concept development stage. COVIRDS overcomes these drawbacks by providing abi-modal voice and hand-tracking based user interface to the VR-based CAD modeling environment. This interface allows rapid concept design creation withoutrequiring time consuming shape description and the tedious specifications of exact dimensions.
keywords Concept Shape Design, Virtual Reality Interfaces, Geometric Modeling
series journal paper
last changed 2003/05/15 21:33

_id 6112
authors Daru, Roel and Snijder, H.P.S.
year 1997
title GACAAD or AVOCAAD? CAAD and Genetic Algorithms for an Evolutionary Design Paradigm
source AVOCAAD First International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-01-09] Brussels (Belgium) 10-12 April 1997, pp. 145-161
summary One of the dominant paradigms in architecture is about its creation: it is done by human designers supported by tools like sketching, drawing or modelling and evaluation tools. The Darwinistic paradigm demands a paradigmatic switch from drawing, modelling and evaluation to the breeding of forms with a much more integrated generation and selecting process embedded in the computer machinery. This means a paradigm switch from a designer as the performer of (sketch, draw or modelling) work to a machine driven creation and selection process of forms with the designer as the supervisor, fully entitled to steer the process in some preferred directions. The designer creates by establishing the evolutionary rules and making choices among the architectural creatures emerging in rapid fire modethrough the synthesis performed by the machine. Natural selection is a Metaphor: in fact the designer plays Nature (or God). The creatures allowed to flourish are not adequate according to laws of Nature, but to the judgement of the designer (or to the designing team).
series AVOCAAD
last changed 2005/09/09 10:48

_id e373
authors Johnson, Robert E. and Clayton, Mark
year 1997
title The Impact of Information Technology in Design and Construction: The Owner's Perspective
source Design and Representation [ACADIA ‘97 Conference Proceedings / ISBN 1-880250-06-3] Cincinatti, Ohio (USA) 3-5 October 1997, pp. 229-241
doi https://doi.org/10.52842/conf.acadia.1997.229
summary This paper reports on findings of a November 1996 exploratory survey of architecture-engineering clients (Fortune 500 corporate facility managers). This research investigated how the practices of corporate facility managers are being influenced by rapid changes in information technology. The conceptual model that served as a guide for this research hypothesized that information technology acts as both an enabler (that is, information technology provides an effective mechanism for managers to implement desired changes) as well as a source of innovation (that is, new information technology innovations create new facility management opportunities). The underlying assumption of this research is that information technology is evolving from a tool that incrementally improves "back-office" productivity to an essential component of strategic positioning that may alter the basic economics, organizational structure and operational practices of facility management organizations and their interactions with service providers (architects, engineers and constructors). The paper concludes with a discussion of researchable issues.
series ACADIA
email
last changed 2022/06/07 07:52

_id 9c32
authors Sariyildiz, Sevil and Schwenk, Mathias
year 1997
title Tools of an Integrated Software Environment for the Architectural Design Process - Concepts, Technologies and Added Value
source AVOCAAD First International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-01-09] Brussels (Belgium) 10-12 April 1997, pp. 313-328
summary The technological developments in every field of science have an influence on the society and therefore on the design and design process itself. We are forced by the rapid developments in the field of ICT (Information and Communication Technology) to think fundamentally about changes in existing design process as consequence of the influence of this new technology. What will be the way and the method to integrate the new tools in a design process to increase its efficiency and to reach better design results? In this paper we will focus on the three main aspects of using computer tools in an architectural design process. By means of examples we will illustrate our vision concerning the future tools for design developments and their integration into integrated design support systems. We will provide a survey of related problems of the design process and deal with aspects of related disciplines that have to be integrated into the design process.
keywords ICT design Tools, Architectural Design, Materialisation, Tool Integration, Integrated Design Support Systems
series AVOCAAD
last changed 2005/09/09 10:48

_id 4b7c
authors Schumacher, Peter and Radford, Antony
year 1997
title Games in Virtual Blockland
source CAADRIA ‘97 [Proceedings of the Second Conference on Computer Aided Architectural Design Research in Asia / ISBN 957-575-057-8] Taiwan 17-19 April 1997, pp. 277-286
doi https://doi.org/10.52842/conf.caadria.1997.277
summary The paper discusses with an example the educational potential and limitations of students using a CAD system as an immersive environment for the rapid exploration of design compositions through play with a small vocabulary of blocks.
series CAADRIA
email
last changed 2022/06/07 07:57

_id 6629
authors Torrance, V.
year 1997
title Building process summary
source Automation in Construction 6 (1) (1997) pp. 11-16
summary There is a lack of research in the UK construction industry. New technologies, particularly communications, are producing rapid change and, if the UK does not exploit this, it will be at the mercy of other countries which do. There is a lack of understanding of the decision making process which inhibits simulation. Clients are likely to exert more influence in future, particularly in building management where 50% of construction workload is on maintenance and repair. Electronic building maintenance manuals are needed. IT suppliers may become more involved and even buy into construction design firms in future. Education is vital to keep the industry at the forefront of IT development and new IT distance learning techniques could help.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:23

_id 75a8
authors Achten, Henri H.
year 1997
title Generic representations : an approach for modelling procedural and declarative knowledge of building types in architectural design
source Eindhoven University of Technology
summary The building type is a knowledge structure that is recognised as an important element in the architectural design process. For an architect, the type provides information about norms, layout, appearance, etc. of the kind of building that is being designed. Questions that seem unresolved about (computational) approaches to building types are the relationship between the many kinds of instances that are generally recognised as belonging to a particular building type, the way a type can deal with varying briefs (or with mixed use), and how a type can accommodate different sites. Approaches that aim to model building types as data structures of interrelated variables (so-called ‘prototypes’) face problems clarifying these questions. The research work at hand proposes to investigate the role of knowledge associated with building types in the design process. Knowledge of the building type must be represented during the design process. Therefore, it is necessary to find a representation which supports design decisions, supports the changes and transformations of the design during the design process, encompasses knowledge of the design task, and which relates to the way architects design. It is proposed in the research work that graphic representations can be used as a medium to encode knowledge of the building type. This is possible if they consistently encode the things they represent; if their knowledge content can be derived, and if they are versatile enough to support a design process of a building belonging to a type. A graphic representation consists of graphic entities such as vertices, lines, planes, shapes, symbols, etc. Establishing a graphic representation implies making design decisions with respect to these entities. Therefore it is necessary to identify the elements of the graphic representation that play a role in decision making. An approach based on the concept of ‘graphic units’ is developed. A graphic unit is a particular set of graphic entities that has some constant meaning. Examples are: zone, circulation scheme, axial system, and contour. Each graphic unit implies a particular kind of design decision (e.g. functional areas, system of circulation, spatial organisation, and layout of the building). By differentiating between appearance and meaning, it is possible to define the graphic unit relatively shape-independent. If a number of graphic representations have the same graphic units, they deal with the same kind of design decisions. Graphic representations that have such a specifically defined knowledge content are called ‘generic representations.’ An analysis of over 220 graphic representations in the literature on architecture results in 24 graphic units and 50 generic representations. For each generic representation the design decisions are identified. These decisions are informed by the nature of the design task at hand. If the design task is a building belonging to a building type, then knowledge of the building type is required. In a single generic representation knowledge of norms, rules, and principles associated with the building type are used. Therefore, a single generic representation encodes declarative knowledge of the building type. A sequence of generic representations encodes a series of design decisions which are informed by the design task. If the design task is a building type, then procedural knowledge of the building type is used. By means of the graphic unit and generic representation, it is possible to identify a number of relations that determine sequences of generic representations. These relations are: additional graphic units, themes of generic representations, and successive graphic units. Additional graphic units defines subsequent generic representations by adding a new graphic unit. Themes of generic representations defines groups of generic representations that deal with the same kind of design decisions. Successive graphic units defines preconditions for subsequent or previous generic representations. On the basis of themes it is possible to define six general sequences of generic representations. On the basis of additional and successive graphic units it is possible to define sequences of generic representations in themes. On the basis of these sequences, one particular sequence of 23 generic representations is defined. The particular sequence of generic representations structures the decision process of a building type. In order to test this assertion, the particular sequence is applied to the office building type. For each generic representation, it is possible to establish a graphic representation that follows the definition of the graphic units and to apply the required statements from the office building knowledge base. The application results in a sequence of graphic representations that particularises an office building design. Implementation of seven generic representations in a computer aided design system demonstrates the use of generic representations for design support. The set is large enough to provide additional weight to the conclusion that generic representations map declarative and procedural knowledge of the building type.
series thesis:PhD
email
more http://alexandria.tue.nl/extra2/9703788.pdf
last changed 2003/11/21 15:15

_id eea1
authors Achten, Henri
year 1997
title Generic Representations - Typical Design without the Use of Types
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 117-133
summary The building type is a (knowledge) structure that is both recognised as a constitutive cognitive element of human thought and as a constitutive computational element in CAAD systems. Questions that seem unresolved up to now about computational approaches to building types are the relationship between the various instances that are generally recognised as belonging to a particular building type, the way a type can deal with varying briefs (or with mixed functional use), and how a type can accommodate different sites. Approaches that aim to model building types as data structures of interrelated variables (so-called 'prototypes') face problems clarifying these questions. It is proposed in this research not to focus on a definition of 'type,' but rather to investigate the role of knowledge connected to building types in the design process. The basic proposition is that the graphic representations used to represent the state of the design object throughout the design process can be used as a medium to encode knowledge of the building type. This proposition claims that graphic representations consistently encode the things they represent, that it is possible to derive the knowledge content of graphic representations, and that there is enough diversity within graphic representations to support a design process of a building belonging to a type. In order to substantiate these claims, it is necessary to analyse graphic representations. In the research work, an approach based on the notion of 'graphic units' is developed. The graphic unit is defined and the analysis of graphic representations on the basis of the graphic unit is demonstrated. This analysis brings forward the knowledge content of single graphic representations. Such knowledge content is declarative knowledge. The graphic unit also provides the means to articulate the transition from one graphic representation to another graphic representation. Such transitions encode procedural knowledge. The principles of a sequence of generic representations are discussed and it is demonstrated how a particular type - the office building type - is implemented in the theoretical work. Computational work on implementation part of a sequence of generic representations of the office building type is discussed. The paper ends with a summary and future work.
series CAAD Futures
email
last changed 2003/11/21 15:15

_id a93b
authors Anders, Peter
year 1997
title Cybrids: Integrating Cognitive and Physical Space in Architecture
source Design and Representation [ACADIA ‘97 Conference Proceedings / ISBN 1-880250-06-3] Cincinatti, Ohio (USA) 3-5 October 1997, pp. 17-34
doi https://doi.org/10.52842/conf.acadia.1997.017
summary People regularly use non-physical, cognitive spaces to navigate and think. These spaces are important to architects in the design and planning of physical buildings. Cognitive spaces inform design - often underlying principles of architectural composition. They include zones of privacy, territory and the space of memory and visual thought. They let us to map our environment, model or plan projects, even imagine places like Heaven or Hell.

Cyberspace is an electronic extension of this cognitive space. Designers of virtual environments already know the power these spaces have on the imagination. Computers are no longer just tools for projecting buildings. They change the very substance of design. Cyberspace is itself a subject for design. With computers architects can design space both for physical and non-physical media. A conscious integration of cognitive and physical space in architecture can affect construction and maintenance costs, and the impact on natural and urban environments.

This paper is about the convergence of physical and electronic space and its potential effects on architecture. The first part of the paper will define cognitive space and its relationship to cyberspace. The second part will relate cyberspace to the production of architecture. Finally, a recent project done at the University of Michigan Graduate School of Architecture will illustrate the integration of physical and cyberspaces.

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

_id 4e1c
authors Berdinski, D.
year 1997
title Combining different kinds of perspective images in architectural practice.
source Architectural and Urban Simulation Techniques in Research and Education [Proceedings of the 3rd European Architectural Endoscopy Association Conference / ISBN 90-407-1669-2]
summary This paper is about combining photo-, video-, endoscope captured images with handmade or computer generated ones. Practically all optical systems are known to produce more or less curved perspective (spherical or cylindrical) which depends of angle-of-view, and a computer as a rule (as handmade) constructs linear perspective images. To combine them on any media correctly, an operator has to be professional painter or designer, because there is no mathematically determined way to combine them. The author's-made demo-computer program is able to generate spherical perspective of simple spatial constructions. It allows to illustrate mathematically and visually the principles of optical curved perspective, laws of their combination with linear ones and helps to feel how to achieve the accordance with natural visual architectural images.
keywords Architectural Endoscopy, Endoscopy, Simulation, Visualisation, Visualization, Real Environments
series EAEA
email
more http://www.bk.tudelft.nl/media/eaea/eaea97.html
last changed 2005/09/09 10:43

_id 63ea
authors Brown, A.G.P., Berridge, P. and Mackie, D.
year 1997
title Gaming as a Vehicle for Collaborative Designcollaborative design
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
doi https://doi.org/10.52842/conf.ecaade.1997.x.c5x
summary This paper outlines one approach to addressing the problem of participation in a properly understood process and goes on to show how the principles used are being reinforced by an interactive computer based application.
keywords Collaborative Design
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/berridge/berridge.htm
last changed 2022/06/07 07:50

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