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 626

_id 1570
authors Sowizral, H.A. and Deering, M.F.
year 1999
title The Java 3D API and Virtual Reality
source IEEE Computer Graphics and Applications, May/June
summary Java 3D proves a natural choice for any Java programmer wanting to write an interactive 3D graphics program. A programmer constructs a scene graph containing graphic objects, lights, sounds, environmental effects objects, and behavior objects that handle interactions or modify other objects in the scene graph. The programmer then hands that scene graph to Java 3D for execution. Java 3D starts rendering objects and executing behaviors in the scene graph. Virtual reality applications go through an identical writing process. However, before a user can use such an application, Java 3D must additionally know about the user's physical characteristics (height, eye separation, and so forth) and physical environment (number of displays, their location, trackers, and so on). Not surprisingly, such information varies from installation to installation and from user to user. So Java 3D lets application developers separate their application's operation from the vagaries of the user's final display environment. The Java 3D application programmer's interface (API) provides a very flexible platform for building a broad range of graphics applications. Developers have already used Java 3D to build applications in a variety of domains including mechanical CAD, molecular visualization, scientific visualization, animation previews, geographic information systems, business graphics, 3D logos, and educational offerings. Virtual reality applications have included immersive workbench applications, headtracked shutter-glass-based desktop applications, and portals (a cave-like room with multiple back-projected walls).
series journal paper
last changed 2003/04/23 15:50

_id f11d
authors Brown, K. and Petersen, D.
year 1999
title Ready-to-Run Java 3D
source Wiley Computer Publishing
summary Written for the intermediate Java programmer and Web site designer, Ready-to-Run Java 3D provides sample Java applets and code using Sun's new Java 3D API. This book provides a worthy jump-start for Java 3D that goes well beyond the documentation provided by Sun. Coverage includes downloading the Java 2 plug-in (needed by Java 3D) and basic Java 3D classes for storing shapes, matrices, and scenes. A listing of all Java 3D classes shows off its considerable richness. Generally, this book tries to cover basic 3D concepts and how they are implemented in Java 3D. (It assumes a certain knowledge of math, particularly with matrices, which are a staple of 3D graphics). Well-commented source code is printed throughout (though there is little additional commentary). An applet for orbiting planets provides an entertaining demonstration of transforming objects onscreen. You'll learn to add processing for fog effects and texture mapping and get material on 3D sound effects and several public domain tools for working with 3D artwork (including converting VRML [Virtual Reality Markup Language] files for use with Java 3D). In all, this book largely succeeds at being accessible for HTML designers while being useful to Java programmers. With Java 3D, Sun is betting that 3D graphics shouldn't require a degree in computer science. This book reflects that philosophy, though advanced Java developers will probably want more detail on this exciting new graphics package. --Richard Dragan Topics covered: Individual applets for morphing, translation, rotation, and scaling; support for light and transparency; adding motion and interaction to 3D objects (with Java 3D classes for behaviors and interpolators); and Java 3D classes used for event handling.
series other
last changed 2003/04/23 15:14

_id d39e
authors Holicky, M.
year 1999
title Fuzzy probabilistic optimisation of building performance
source Automation in Construction 8 (4) (1999) pp. 437-443
summary Fundamental performance criteria between action effects and relevant performance requirements for serviceability, safety, comfort and functionality are analyzed, assuming randomness of the effect action and both randomness and fuzziness of performance requirements. Randomness due to natural variability of basic variables is handled by commonly used probability theory methods, fuzziness due to vague or imprecise definitions of performance requirements is described by basic tools of the recently developed theory of fuzzy sets. Both types of uncertainties are combined in newly defined fuzzy probabilistic measures of building performance, damage function and fuzzy probability of performance failure, which are then analysed and applied similarly as conventional probabilistic quantities. An illustrative example of optimization of vibration constraints for building structures due to occupancy comfort indicates that commonly considered limiting values for acceleration may be uneconomical. However, theoretical models used to describe fuzzy probabilistic properties of performance requirements need to be reexamined using adequate experimental data.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id ga9910
id ga9910
authors Mottram, Chiron and Penn, Alan
year 1999
title Slugfest
source International Conference on Generative Art
summary This paper describes the creation of interactive and responsive digital art. By adding a message handling interpreter to SGI's Performer software we have created a medium within which interactions between virtual objects and interactions with the user are made possible. By making objects within the medium responsive to each other it is possible to create emergent effects. By making the medium responsive to the user the viewer is more intimately involved in the artwork. However, at the same time this requires the artist to work with the intrinsic properties of emergence in the system to and to develop the audience relationship by means of involvement in a manner more akin to performance than the plastic arts.The use of virtual reality allows the creation of a profusion of different forms and behaviours not possible in conventional plastic media. The aesthetic of these forms can be governed in two ways, either by in built rules or by direct intervention by the artist/audience persona. The built in rules can be changed dynamically as can the objects' actions as mediated by the viewer's intervention. Underlying this is the aesthetic produced by the machinery of the computer, which can both impede and improve this process, this is the illusion of 3D provided by the Performer libraries in conjuction with the SGI box, and the many constraints implied by this. As such we are also limited by the input devices, though the mouse has now almost become synonymous with the pen, as a means by which our interaction with computer is governed. The paper describes a series of pieces which explore the boundaries of generated and evolving artworks in which kinetics and morphogenesis are integral to investigations of social interaction between virtual performers.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 9ce0
authors Ozcan, Oguzhan
year 1999
title Education of Interactive Panorama-design in Architecture
doi https://doi.org/10.52842/conf.ecaade.1999.223
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 223-229
summary This paper mainly discusses the importance of interactive panorama in design, and its education in the MDes program, which will run at Yildiz Technical University in the year 2000. The first part of the paper summarizes the potentials of current interactive panorama technique, which was "A popular form of the public entertainment" in 19th-century. Then, it compares the real-world experiences with observations in an interactive panorama. This comparison is carried out together with technical aspects i.e. limitations, audio-visual effects, composite techniques, live video input, and conceptual aspects i.e. camera actions, natural phenomenon. The technical discussion in the paper is concentrated on the examples from newly developed tools such as Nodemedia, Electrifier, Wasabi Software, and Skypaint as well as Apple QuickTime VR Authoring Tool. The second part underlines the role of interactive panorama technique in design. In this part, the paper also summarizes how to use the technique at the beginning and, during creation of the design and in its presentation, taking the installation advantages of sound, vision, text and transition effects. The third part concentrates on the interactive panorama design as an individual project, offered in the MDes program. Then it explains how the preliminary courses were planned for this individual project and summarizes the content of the course formulated through the linear and non-linear structures of the media. Finally, considering with the future development of interactive panorama technique, the last part of the paper discusses the possible results of this education method.
keywords Interactive Media, Panoramic Image, Design Education
series eCAADe
email
last changed 2022/06/07 08:00

_id ga9922
id ga9922
authors Annunziato, M. and Pierucci, P.
year 1999
title The Art of Emergence
source International Conference on Generative Art
summary Since several years, the term emergence is mentioned in the paradigm of chaos and complexity. Following this approach, complex system constituted by multitude of individual develop global behavioral properties on the base of local chaotic interactions (self-organization). These theories, developed in scientific and philosophical milieus are rapidly spreading as a "way of thinking" in the several fields of cognitive activities. According to this "way of thinking" it is possible revise some fundamental themes as the economic systems, the cultural systems, the scientific paths, the communication nets under a new approach where nothing is pre-determined, but the global evolution is determined by specific mechanisms of interaction and fundamental events (bifurcation). With a jump in scale of the life, also other basic concepts related to the individuals as intelligence, consciousness, psyche can be revised as self-organizing phenomena. Such a conceptual fertility has been the base for the revision of the artistic activities as flexible instruments for the investigation of imaginary worlds, metaphor of related real worlds. In this sense we claim to the artist a role of "researcher". Through the free exploration of new concepts, he can evoke qualities, configurations and hypothesis which have an esthetical and expressive value and in the most significant cases, they can induce nucleation of cultural and scientific bifurcation. Our vision of the art-science relation is of cooperative type instead of the conflict of the past decades. In this paper we describe some of the most significant realized artworks in order to make explicit the concepts and basic themes. One of the fundamental topics is the way to generate and think to the artwork. Our characterization is to see the artwork not as a static finished product, but as an instance or a dynamic sequence of instances of a creative process which continuously evolves. In this sense, the attention is focused on the "generative idea" which constitutes the envelop of the artworks generable by the process. In this approach the role of technology (computers, synthesizers) is fundamental to create the dimension of the generative environment. Another characterizing aspect of our artworks is derived by the previous approach and specifically related to the interactive installations. The classical relation between artist, artwork and observers is viewed as an unidirectional flux of messages from the artist to the observer through the artwork. In our approach artist, artwork and observer are autonomous entities provided with own personality which jointly intervene to determine the creative paths. The artist which generate the environment in not longer the "owner" of the artwork; simply he dialectically bring the generative environment (provided by a certain degree of autonomy) towards cultural and creative "void" spaces (not still discovered). The observers start from these platforms to generate other creative paths, sometimes absolutely unexpected , developing their new dialectical relations with the artwork itself. The results derived by these positions characterize the expressive elements of the artworks (images, sequences and sounds) as the outcomes of emergent behavior or dynamics both in the sense of esthetical shapes emergent from fertile generative environments, either in terms of emergent relations between artist, artwork and observer, either in terms of concepts which emerge by the metaphor of artificial worlds to produce imaginary hypothesis for the real worlds.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 3d23
authors Sellgren, Ulf
year 1999
title Simulation-driven Design
source KTH Stockholm
summary Efficiency and innovative problem solving are contradictory requirements for product development (PD), and both requirements must be satisfied in companies that strive to remain or to become competitive. Efficiency is strongly related to ”doing things right”, whereas innovative problem solving and creativity is focused on ”doing the right things”. Engineering design, which is a sub-process within PD, can be viewed as problem solving or a decision-making process. New technologies in computer science and new software tools open the way to new approaches for the solution of mechanical problems. Product data management (PDM) technology and tools can enable concurrent engineering (CE) by managing the formal product data, the relations between the individual data objects, and their relation to the PD process. Many engineering activities deal with the relation between behavior and shape. Modern CAD systems are highly productive tools for concept embodiment and detailing. The finite element (FE) method is a general tool used to study the physical behavior of objects with arbitrary shapes. Since a modern CAD technology enables design modification and change, it can support the innovative dimension of engineering as well as the verification of physical properties and behavior. Concepts and detailed solutions have traditionally been evaluated and verified with physical testing. Numerical modeling and simulation is in many cases a far more time efficient method than testing to verify the properties of an artifact. Numerical modeling can also support the innovative dimension of problem solving by enabling parameter studies and observations of real and synthetic behavior. Simulation-driven design is defined as a design process where decisions related to the behavior and performance of the artifact are significantly supported by computer-based product modeling and simulation. A framework for product modeling, that is based on a modern CAD system with fully integrated FE modeling and simulation functionality provides the engineer with tools capable of supporting a number of engineering steps in all life-cycle phases of a product. Such a conceptual framework, that is based on a moderately coupled approach to integrate commercial PDM, CAD, and FE software, is presented. An object model and a supporting modular modeling methodology are also presented. Two industrial cases are used to illustrate the possibilities and some of the opportunities given by simulation-driven design with the presented methodology and framework.
keywords CAE; FE Method; Metamodel; Object Model; PDM; Physical Behavior, System
series thesis:PhD
email
last changed 2003/02/12 22:37

_id becb
authors Anders, Peter
year 1999
title Electronic Extension: Some implications of cyberspace for the practice of architecture
doi https://doi.org/10.52842/conf.acadia.1999.276
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 276-289
summary This white-paper builds upon previous research to present hybrids of electronic and physical spaces as extensions of current design practice. It poses an hypothetical project - a hybrid of physical and cyberspaces - to be developed through an extrapolation of current architectural practice by fully exploiting new information technologies. The hybrid's attributes not only affect the scope of development but the very activities of the design team and client during - and after - deployment. The entire life cycle of the project is affected by its dual material and media presence. The paper concludes by discussing the effect the hybrid - here called a "cybrid" - on the occupant, and its local and global communities. It reviews the economics, administration, marketing, operation, flexibility, and extension of the project to assess its effects on these scales. The conclusions are provisional owing to the youth of the technologies. However, in laying out these issues, the author hopes to begin a discussion on effects computation will have on our built environment.
series ACADIA
email
last changed 2022/06/07 07:54

_id 6930
authors Cattoni, Edson Luis and Santiago, Alina Goncalves
year 1999
title Lagoa da Conceicao - Florianópolis - Ilha de Santa Catarina: Uma Paisagem em Transformacao II (Conceicao Lagoon - Florianópolis - Ilha of Santa Catarina Island: A Landscape in Transformation II)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 157-160
summary This work presents the study and applied assays (or simulation tests) about the ordination of urban space in the region of Lagoa da Conceição. In the region pressures placed by the growth of urban area and urban network system are in contact conflict with a fragile ecosystem, and with a sustainable development based on tourism. Analysis procedures exploited different forms of Space Syntax trying to examine effects of spatial structure in relation to movement patterns of pedestrians and vehicles. This methodology allowed the comprehension of relation between spatial configuration, transport and soil use, and reveled the interdependence and performance of built space within the restrict regional scale (Lagoa da Conceição) and the total urban structure of the island. This understanding is not limited to the present. Is also includes the study of historic urban evolution, and simulation of existing projects for the future, being an important tool to support project decision process. Consequently, the obtained results bring a new approach for the problem, which makes possible the synthesis of design proposals verifying its implications and consequences.
series SIGRADI
email
last changed 2016/03/10 09:48

_id 69f5
authors Chan, C., Maves, J. and Cruz-Neira, C.
year 1999
title An Electronic Library for Teaching Architectural History
doi https://doi.org/10.52842/conf.caadria.1999.335
source CAADRIA '99 [Proceedings of The Fourth Conference on Computer Aided Architectural Design Research in Asia / ISBN 7-5439-1233-3] Shanghai (China) 5-7 May 1999, pp. 335-344
summary This research project developed an electronic library of significant buildings chosen to represent seven selected periods of Western architectural history: Egyptian (Mortuary temple of Queen Hatshepsut), Greek (Parthenon), Roman (Pantheon), Romanesque (Speyer Cathedral), Gothic (Notre Dame Cathedral), Renaissance (Tempietto), and Modern (Des Moines Art Center). All buildings were reconstructed in their original or intended forms based on plans, drawings, photographs, and historical texts. Two products were generated by this project: (1) materials to be displayed on the World Wide Web, including rendered still images for perception, movies for a visual guide, and Virtual Reality Modeling Language (VRML) models for user navigation; and (2) virtual reality (VR) models to be displayed in the C2 (an improved version of the Cave Automatic Virtual Environment or CAVE facility). The benefits of these VR models displayed on the Web and in the C2 are their easy accessibility at any time from various geographic locations and the immersive experience that enhances viewersÌ understanding of the effects of spatial proportions on form and of colors on materials.
series CAADRIA
more http://archvr.design.iastate.edu/miller
last changed 2022/06/07 07:56

_id 2995
authors Gabriel, Gerard Cesar and Maher, Mary Lou
year 1999
title Coding and Modelling Communication in Architectural Collaborative Design
doi https://doi.org/10.52842/conf.acadia.1999.152
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 152-166
summary Although there has been some research done on collaborative face-to-face (FTF) and video-conferencing sessions involving architects, little is know about the effects these different mediums have on collaborative design in general and collaborative communication and design representation in particular. In this paper we argue that successful computer-mediated collaborative design (CMCD) does not necessarily mean emulating close proximity environments. In order to investigate this view, we carried out experiments examining the effect and significance of different communication channels in collaborative sessions between architects. The experiments were conducted in different environments and classified into three categories. The first category is FTF. The second computer mediated collaborative design sessions with full communication channels CMCD-a. The third category was conducted also through computer mediated collaborative design sessions but with limited communication channels CMCD-b. A custom coding scheme is developed using data, external and theoretically derived coding categories as a base. Examples of how the proposed coding scheme works are given from all three categories of experiments. The coding scheme provides the basis for modeling and understanding communication in collaborative design.
series ACADIA
email
last changed 2022/06/07 07:50

_id 5e85
authors Heylighen, Ann and Neuckermans, Herman
year 1999
title Learning from Experience: Promises, Problems and Side-effects of CBD in Architecture
doi https://doi.org/10.52842/conf.ecaade.1999.567
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 567-575
summary Learning from design experience is the essence of Case-Based Design (CBD). Because architects are said to learn design by experience, CBD seems to hold great promises for architectural design, which have inspired various CBD tools. Learning from the experience of developing and using these tools is the objective of this paper. On the one hand, the original expectations seem far from being accomplished today. Reasons for this limited success can be found at three different levels. Level one is the cognitive model underlying CBD, which raises some specific difficulties within the field of architecture. At the level of implementation, few tools manage to draw the full consequences of this view, thus leading to an oversimplification of CBD and/or architectural design. Level three has to do with introducing CBD tools in design education and assessing the effects of this introduction. On the other hand, CBD seems to have caused some interesting side effects, such as an increased interest in creativity and copyright, and the recent re-discovery of the key-role cases play inside and outside the field of CAAD. Thus, although its promises may not be fulfilled, CBD definitely can contribute to design education, be it sometimes without the support of computer technology.
keywords Case-Based Design, Design Education
series eCAADe
email
last changed 2022/06/07 07:50

_id ga0009
id ga0009
authors Lewis, Matthew
year 2000
title Aesthetic Evolutionary Design with Data Flow Networks
source International Conference on Generative Art
summary For a little over a decade, software has been created which allows for the design of visual content by aesthetic evolutionary design (AED) [3]. The great majority of these AED systems involve custom software intended for breeding entities within one fairly narrow problem domain, e.g., certain classes of buildings, cars, images, etc. [5]. Only a very few generic AED systems have been attempted, and extending them to a new design problem domain can require a significant amount of custom software development [6][8]. High end computer graphics software packages have in recent years become sufficiently robust to allow for flexible specification and construction of high level procedural models. These packages also provide extensibility, allowing for the creation of new software tools. One component of these systems which enables rapid development of new generative models and tools is the visual data flow network [1][2][7]. One of the first CG packages to employ this paradigm was Houdini. A system constructed within Houdini which allows for very fast generic specification of evolvable parametric prototypes is described [4]. The real-time nature of the software, when combined with the interlocking data networks, allows not only for vertical ancestor/child populations within the design space to be explored, but also allows for fast "horizontal" exploration of the potential population surface. Several example problem domains will be presented and discussed. References: [1] Alias | Wavefront. Maya. 2000, http://www.aliaswavefront.com [2] Avid. SOFTIMAGE. 2000, http://www.softimage.com [3] Bentley, Peter J. Evolutionary Design by Computers. Morgan Kaufmann, 1999. [4] Lewis, Matthew. "Metavolve Home Page". 2000, http://www.cgrg.ohio-state.edu/~mlewis/AED/Metavolve/ [5] Lewis, Matthew. "Visual Aesthetic Evolutionary Design Links". 2000, http://www.cgrg.ohio-state.edu/~mlewis/aed.html [6] Rowley, Timothy. "A Toolkit for Visual Genetic Programming". Technical Report GCG-74, The Geometry Center, University of Minnesota, 1994. [7] Side Effects Software. Houdini. 2000, http://www.sidefx.com [8] Todd, Stephen and William Latham. "The Mutation and Growth of Art by Computers" in Evolutionary Design by Computers, Peter Bentley ed., pp. 221-250, Chapter 9, Morgan Kaufmann, 1999.    
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 55d9
authors Martens, Bob and Oberascher, Leonhard
year 1999
title Using the Endoscope in the Country of Lilliput
source Simulation of Architectural Space - Color and Light, Methods and Effects [Proceedings of the 4rd European Architectural Endoscopy Association Conference / ISBN 3-86005-267-5] Dresden (Germany), 29 September - 1 October 1999, pp. 22-26
summary The present contribution focuses on the interaction of light and color in the context of spatial changes. A project study on ”Color Overlay” from the study course ”Experimental Color Design” issued the focal point for consideration. The relation between projection and original in the scale model results in incomplete but useful findings on the effects to be expected. Only in the course of the full-scale model test series the performed activities were to be clearly recognized. This contribution thus intends to disentangle the relation web between scale (endoscopic) model viewing and simulation in true size.
keywords Color Effects, Color Overlay, Endoscopy, Simulation in Full-scale
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id 94b4
authors Matalasov, M. and Lapshina, Je.
year 1999
title Modelling (Simulation) and Reality
source Simulation of Architectural Space - Color and Light, Methods and Effects [Proceedings of the 4rd European Architectural Endoscopy Association Conference / ISBN 3-86005-267-5] Dresden (Germany), 29 September - 1 October 1999, pp. 32-35
summary In a terms of studying and practical design a sufficient experience of analytic work of our lab shows, that the view of suggesting scheme on the same kind of process development is accompanied by sadden mistakes or conscious inaccuracies.Traditional conventions of architectural models same times with no paying attention to scale and size may drive to cause of distortion from the points of view to them. Power and possibilities of modern CAD initiates same sort of temptations and errors. For our point of view, solving the above problems is having same restrictions, one of which, may be – providing a visual coincidence of the videoframes of building site and it’s model done whether by small scale modelling or CAD. According to our practice a different methods of superimposing of real and designing spaces are shown in this article.
series EAEA
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id 9757
authors Matalasov, M. and Zavrajine, K.
year 1999
title Some problems of the light and colour factor in Videosimulation
source Simulation of Architectural Space - Color and Light, Methods and Effects [Proceedings of the 4rd European Architectural Endoscopy Association Conference / ISBN 3-86005-267-5] Dresden (Germany), 29 September - 1 October 1999, pp. 58-61
summary Daylighting lets to reveal 3D plastic imagination of building and architectural form. Being of the main time for perception of architecture, daylight helps to solve two principal questions: volumetric-spatial and coloristic solution. Experience of the work shows, that modelling in the natural light on the earliest step helps to understand chosen design comparatively and to take essential correction operatively.
series EAEA
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id 29f3
authors Ohno, Ryuzo and Aoki, Hirofumi
year 1999
title Development of an Interactive Simulation System for Environment-Behavior Study
source Simulation of Architectural Space - Color and Light, Methods and Effects [Proceedings of the 4rd European Architectural Endoscopy Association Conference / ISBN 3-86005-267-5] Dresden (Germany), 29 September - 1 October 1999, pp. 36-49
summary An important recent development in the simulation techniques was the changes in the mode of presentation: from passive mode to active one. It is now possible to present an image according to the observer’s voluntary movement of body and head by means of a head-mounted display. Such interactive simulation system, which allows people to observe what they like to see, is suitable to study environmental perception, because active attention is essential to manipulate enormous information in the environment. The present paper reports two case studies in which an interactive simulation system was developed to test psychological impact of interior and exterior spaces: the case study 1 intended to clarify the effect of the disposition of transparent and opaque surfaces of a room on the occupants’ „sense of enclosure“, the case study 2 intended to make clear some physical features along a street which are influential for changing atmosphere. In addition to the empirical research, an attempt to develop a new simulation system which uses both analogue and digital images is briefly reported, and a preliminary experiment was conducted to test the performance of the simulation system in which such movable elements as pedestrians and cars generated by real-time CG were overlaid on the video image of a scale model street.
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id dbd8
authors Peter Kardos
year 1999
title The light and colour significance in urban environment perception
source Simulation of Architectural Space - Color and Light, Methods and Effects [Proceedings of the 4rd European Architectural Endoscopy Association Conference / ISBN 3-86005-267-5] Dresden (Germany), 29 September - 1 October 1999, pp. 50-56
summary My contribution deals with light and colour effects in wider dimensions of architecture. It analyses their significance in urban environment perception from the application aspect of progressive tools of its forming and creative completion, i.e. the perceptual homomorphous iconic simulations in laboratory conditions. The work focuses on questions of light and colour perception, showing several principles and phenomena valid in visual perception systems. The structure of the perceived picture is interpreted in its four components: colour, motion, form and spaciousness. Each of the components is shown with relevant biological reactions and their reflections in subjective perception processes. The selected image examples document some manifestations of urbanistic structures and spaces experience transformation in natural and artificial lighting conditions. The emphasis of my contribution lies on some demonstrations from the laboratory experiment in investigating the illumination and colour influence on the architectural design quality, and on examples of alternative methods of visual interpretation on endoscopic modelling simulation outputs. The conclusion of my work formulates some knowledge and statement of objective colour and light modelling simulation assets in architectural design quality.
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id 74bb
authors Preetham, Shirley
year 1999
title A practical analytic model for daylight
source Proceedings of the SIGGRAPH annual conference on Computer graphics, 91-100
summary Sunlight and skylight are rarely rendered correctly in computer graphics. A major reason for this is high computational expense. Another is that precise atmospheric data is rarely available. We present an inexpensive analytic model that approximates full spectrum daylight for various atmospheric conditions. These conditions are parameterized using terms that users can either measure or estimate. We also present an inexpensive analytic model that approximates the effects of atmosphere (aerial perspective). These models are fielded in a number of conditions and intermediate results verified against standard literature from atmospheric science. Our goal is to achieve as much accuracy as possible without sacrificing usability.
series other
last changed 2003/04/23 15:50

_id ga0026
id ga0026
authors Ransen, Owen F.
year 2000
title Possible Futures in Computer Art Generation
source International Conference on Generative Art
summary Years of trying to create an "Image Idea Generator" program have convinced me that the perfect solution would be to have an artificial artistic person, a design slave. This paper describes how I came to that conclusion, realistic alternatives, and briefly, how it could possibly happen. 1. The history of Repligator and Gliftic 1.1 Repligator In 1996 I had the idea of creating an “image idea generator”. I wanted something which would create images out of nothing, but guided by the user. The biggest conceptual problem I had was “out of nothing”. What does that mean? So I put aside that problem and forced the user to give the program a starting image. This program eventually turned into Repligator, commercially described as an “easy to use graphical effects program”, but actually, to my mind, an Image Idea Generator. The first release came out in October 1997. In December 1998 I described Repligator V4 [1] and how I thought it could be developed away from simply being an effects program. In July 1999 Repligator V4 won the Shareware Industry Awards Foundation prize for "Best Graphics Program of 1999". Prize winners are never told why they won, but I am sure that it was because of two things: 1) Easy of use 2) Ease of experimentation "Ease of experimentation" means that Repligator does in fact come up with new graphics ideas. Once you have input your original image you can generate new versions of that image simply by pushing a single key. Repligator is currently at version 6, but, apart from adding many new effects and a few new features, is basically the same program as version 4. Following on from the ideas in [1] I started to develop Gliftic, which is closer to my original thoughts of an image idea generator which "starts from nothing". The Gliftic model of images was that they are composed of three components: 1. Layout or form, for example the outline of a mandala is a form. 2. Color scheme, for example colors selected from autumn leaves from an oak tree. 3. Interpretation, for example Van Gogh would paint a mandala with oak tree colors in a different way to Andy Warhol. There is a Van Gogh interpretation and an Andy Warhol interpretation. Further I wanted to be able to genetically breed images, for example crossing two layouts to produce a child layout. And the same with interpretations and color schemes. If I could achieve this then the program would be very powerful. 1.2 Getting to Gliftic Programming has an amazing way of crystalising ideas. If you want to put an idea into practice via a computer program you really have to understand the idea not only globally, but just as importantly, in detail. You have to make hard design decisions, there can be no vagueness, and so implementing what I had decribed above turned out to be a considerable challenge. I soon found out that the hardest thing to do would be the breeding of forms. What are the "genes" of a form? What are the genes of a circle, say, and how do they compare to the genes of the outline of the UK? I wanted the genotype representation (inside the computer program's data) to be directly linked to the phenotype representation (on the computer screen). This seemed to be the best way of making sure that bred-forms would bare some visual relationship to their parents. I also wanted symmetry to be preserved. For example if two symmetrical objects were bred then their children should be symmetrical. I decided to represent shapes as simply closed polygonal shapes, and the "genes" of these shapes were simply the list of points defining the polygon. Thus a circle would have to be represented by a regular polygon of, say, 100 sides. The outline of the UK could easily be represented as a list of points every 10 Kilometers along the coast line. Now for the important question: what do you get when you cross a circle with the outline of the UK? I tried various ways of combining the "genes" (i.e. coordinates) of the shapes, but none of them really ended up producing interesting shapes. And of the methods I used, many of them, applied over several "generations" simply resulted in amorphous blobs, with no distinct family characteristics. Or rather maybe I should say that no single method of breeding shapes gave decent results for all types of images. Figure 1 shows an example of breeding a mandala with 6 regular polygons: Figure 1 Mandala bred with array of regular polygons I did not try out all my ideas, and maybe in the future I will return to the problem, but it was clear to me that it is a non-trivial problem. And if the breeding of shapes is a non-trivial problem, then what about the breeding of interpretations? I abandoned the genetic (breeding) model of generating designs but retained the idea of the three components (form, color scheme, interpretation). 1.3 Gliftic today Gliftic Version 1.0 was released in May 2000. It allows the user to change a form, a color scheme and an interpretation. The user can experiment with combining different components together and can thus home in on an personally pleasing image. Just as in Repligator, pushing the F7 key make the program choose all the options. Unlike Repligator however the user can also easily experiment with the form (only) by pushing F4, the color scheme (only) by pushing F5 and the interpretation (only) by pushing F6. Figures 2, 3 and 4 show some example images created by Gliftic. Figure 2 Mandala interpreted with arabesques   Figure 3 Trellis interpreted with "graphic ivy"   Figure 4 Regular dots interpreted as "sparks" 1.4 Forms in Gliftic V1 Forms are simply collections of graphics primitives (points, lines, ellipses and polygons). The program generates these collections according to the user's instructions. Currently the forms are: Mandala, Regular Polygon, Random Dots, Random Sticks, Random Shapes, Grid Of Polygons, Trellis, Flying Leap, Sticks And Waves, Spoked Wheel, Biological Growth, Chequer Squares, Regular Dots, Single Line, Paisley, Random Circles, Chevrons. 1.5 Color Schemes in Gliftic V1 When combining a form with an interpretation (described later) the program needs to know what colors it can use. The range of colors is called a color scheme. Gliftic has three color scheme types: 1. Random colors: Colors for the various parts of the image are chosen purely at random. 2. Hue Saturation Value (HSV) colors: The user can choose the main hue (e.g. red or yellow), the saturation (purity) of the color scheme and the value (brightness/darkness) . The user also has to choose how much variation is allowed in the color scheme. A wide variation allows the various colors of the final image to depart a long way from the HSV settings. A smaller variation results in the final image using almost a single color. 3. Colors chosen from an image: The user can choose an image (for example a JPG file of a famous painting, or a digital photograph he took while on holiday in Greece) and Gliftic will select colors from that image. Only colors from the selected image will appear in the output image. 1.6 Interpretations in Gliftic V1 Interpretation in Gliftic is best decribed with a few examples. A pure geometric line could be interpreted as: 1) the branch of a tree 2) a long thin arabesque 3) a sequence of disks 4) a chain, 5) a row of diamonds. An pure geometric ellipse could be interpreted as 1) a lake, 2) a planet, 3) an eye. Gliftic V1 has the following interpretations: Standard, Circles, Flying Leap, Graphic Ivy, Diamond Bar, Sparkz, Ess Disk, Ribbons, George Haite, Arabesque, ZigZag. 1.7 Applications of Gliftic Currently Gliftic is mostly used for creating WEB graphics, often backgrounds as it has an option to enable "tiling" of the generated images. There is also a possibility that it will be used in the custom textile business sometime within the next year or two. The real application of Gliftic is that of generating new graphics ideas, and I suspect that, like Repligator, many users will only understand this later. 2. The future of Gliftic, 3 possibilties Completing Gliftic V1 gave me the experience to understand what problems and opportunities there will be in future development of the program. Here I divide my many ideas into three oversimplified possibilities, and the real result may be a mix of two or all three of them. 2.1 Continue the current development "linearly" Gliftic could grow simply by the addition of more forms and interpretations. In fact I am sure that initially it will grow like this. However this limits the possibilities to what is inside the program itself. These limits can be mitigated by allowing the user to add forms (as vector files). The user can already add color schemes (as images). The biggest problem with leaving the program in its current state is that there is no easy way to add interpretations. 2.2 Allow the artist to program Gliftic It would be interesting to add a language to Gliftic which allows the user to program his own form generators and interpreters. In this way Gliftic becomes a "platform" for the development of dynamic graphics styles by the artist. The advantage of not having to deal with the complexities of Windows programming could attract the more adventurous artists and designers. The choice of programming language of course needs to take into account the fact that the "programmer" is probably not be an expert computer scientist. I have seen how LISP (an not exactly easy artificial intelligence language) has become very popular among non programming users of AutoCAD. If, to complete a job which you do manually and repeatedly, you can write a LISP macro of only 5 lines, then you may be tempted to learn enough LISP to write those 5 lines. Imagine also the ability to publish (and/or sell) "style generators". An artist could develop a particular interpretation function, it creates images of a given character which others find appealing. The interpretation (which runs inside Gliftic as a routine) could be offered to interior designers (for example) to unify carpets, wallpaper, furniture coverings for single projects. As Adrian Ward [3] says on his WEB site: "Programming is no less an artform than painting is a technical process." Learning a computer language to create a single image is overkill and impractical. Learning a computer language to create your own artistic style which generates an infinite series of images in that style may well be attractive. 2.3 Add an artificial conciousness to Gliftic This is a wild science fiction idea which comes into my head regularly. Gliftic manages to surprise the users with the images it makes, but, currently, is limited by what gets programmed into it or by pure chance. How about adding a real artifical conciousness to the program? Creating an intelligent artificial designer? According to Igor Aleksander [1] conciousness is required for programs (computers) to really become usefully intelligent. Aleksander thinks that "the line has been drawn under the philosophical discussion of conciousness, and the way is open to sound scientific investigation". Without going into the details, and with great over-simplification, there are roughly two sorts of artificial intelligence: 1) Programmed intelligence, where, to all intents and purposes, the programmer is the "intelligence". The program may perform well (but often, in practice, doesn't) and any learning which is done is simply statistical and pre-programmed. There is no way that this type of program could become concious. 2) Neural network intelligence, where the programs are based roughly on a simple model of the brain, and the network learns how to do specific tasks. It is this sort of program which, according to Aleksander, could, in the future, become concious, and thus usefully intelligent. What could the advantages of an artificial artist be? 1) There would be no need for programming. Presumbably the human artist would dialog with the artificial artist, directing its development. 2) The artificial artist could be used as an apprentice, doing the "drudge" work of art, which needs intelligence, but is, anyway, monotonous for the human artist. 3) The human artist imagines "concepts", the artificial artist makes them concrete. 4) An concious artificial artist may come up with ideas of its own. Is this science fiction? Arthur C. Clarke's 1st Law: "If a famous scientist says that something can be done, then he is in all probability correct. If a famous scientist says that something cannot be done, then he is in all probability wrong". Arthur C Clarke's 2nd Law: "Only by trying to go beyond the current limits can you find out what the real limits are." One of Bertrand Russell's 10 commandments: "Do not fear to be eccentric in opinion, for every opinion now accepted was once eccentric" 3. References 1. "From Ramon Llull to Image Idea Generation". Ransen, Owen. Proceedings of the 1998 Milan First International Conference on Generative Art. 2. "How To Build A Mind" Aleksander, Igor. Wiedenfeld and Nicolson, 1999 3. "How I Drew One of My Pictures: or, The Authorship of Generative Art" by Adrian Ward and Geof Cox. Proceedings of the 1999 Milan 2nd International Conference on Generative Art.
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