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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_id ga0007
id ga0007
authors Coates, Paul and Miranda, Pablo
year 2000
title Swarm modelling. The use of Swarm Intelligence to generate architectural form
source International Conference on Generative Art
summary .neither the human purposes nor the architect's method are fully known in advance. Consequently, if this interpretation of the architectural problem situation is accepted, any problem-solving technique that relies on explicit problem definition, on distinct goal orientation, on data collection, or even on non-adaptive algorithms will distort the design process and the human purposes involved.' Stanford Anderson, "Problem-Solving and Problem-Worrying". The works concentrates in the use of the computer as a perceptive device, a sort of virtual hand or "sense", capable of prompting an environment. From a set of data that conforms the environment (in this case the geometrical representation of the form of the site) this perceptive device is capable of differentiating and generating distinct patterns in its behavior, patterns that an observer has to interpret as meaningful information. As Nicholas Negroponte explains referring to the project GROPE in his Architecture Machine: 'In contrast to describing criteria and asking the machine to generate physical form, this exercise focuses on generating criteria from physical form.' 'The onlooking human or architecture machine observes what is "interesting" by observing GROPE's behavior rather than by receiving the testimony that this or that is "interesting".' The swarm as a learning device. In this case the work implements a Swarm as a perceptive device. Swarms constitute a paradigm of parallel systems: a multitude of simple individuals aggregate in colonies or groups, giving rise to collaborative behaviors. The individual sensors can't learn, but the swarm as a system can evolve in to more stable states. These states generate distinct patterns, a result of the inner mechanics of the swarm and of the particularities of the environment. The dynamics of the system allows it to learn and adapt to the environment; information is stored in the speed of the sensors (the more collisions, the slower) that acts as a memory. The speed increases in the absence of collisions and so providing the system with the ability to forget, indispensable for differentiation of information and emergence of patterns. The swarm is both a perceptive and a spatial phenomenon. For being able to Interact with an environment an observer requires some sort of embodiment. In the case of the swarm, its algorithms for moving, collision detection, and swarm mechanics conform its perceptive body. The way this body interacts with its environment in the process of learning and differentiation of spatial patterns constitutes also a spatial phenomenon. The enactive space of the Swarm. Enaction, a concept developed by Maturana and Varela for the description of perception in biological terms, is the understanding of perception as the result of the structural coupling of an environment and an observer. Enaction does not address cognition in the currently conventional sense as an internal manipulation of extrinsic 'information' or 'signals', but as the relation between environment and observer and the blurring of their identities. Thus, the space generated by the swarm is an enactive space, a space without explicit description, and an invention of the swarm-environment structural coupling. If we consider a gestalt as 'Some property -such as roundness- common to a set of sense data and appreciated by organisms or artefacts' (Gordon Pask), the swarm is also able to differentiate space 'gestalts' or spaces of some characteristics, such as 'narrowness', or 'fluidness' etc. Implicit surfaces and the wrapping algorithm. One of the many ways of describing this space is through the use of implicit surfaces. An implicit surface may be imagined as an infinitesimally thin band of some measurable quantity such as color, density, temperature, pressure, etc. Thus, an implicit surface consists of those points in three-space that satisfy some particular requirement. This allows as to wrap the regions of space where a difference of quantity has been produced, enclosing the spaces in which some particular events in the history of the Swarm have occurred. The wrapping method allows complex topologies, such as manifoldness in one continuous surface. It is possible to transform the information generated by the swarm in to a landscape that is the result of the particular reading of the site by the swarm. Working in real time. Because of the complex nature of the machine, the only possible way to evaluate the resulting behavior is in real time. For this purpose specific applications had to be developed, using OpenGL for the Windows programming environment. The package consisted on translators from DXF format to a specific format used by these applications and viceversa, the Swarm "engine", a simulated parallel environment, and the Wrapping programs, to generate the implicit surfaces. Different versions of each had been produced, in different stages of development of the work.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 1b04
authors Leu, S.-S., Yang, C.-H. and Huang, J.-C.
year 2000
title Resource leveling in construction by genetic algorithm-based optimization and its decision support system application
source Automation in Construction 10 (1) (2000) pp. 27-41
summary Traditional analytical and heuristic approaches are inefficient and inflexible when solving construction resource leveling problems. A computational optimization technique, genetic algorithms (GAs), was employed in this study to overcome drawbacks of traditional construction resource leveling algorithms. The proposed algorithm can effectively provide the optimal or near-optimal combination of multiple construction resources, as well as starting and finishing dates of activities subjected to the objective of resource leveling. Furthermore, a prototype of a decision support system (DSS) for construction resource leveling was also developed. Construction planners can interact with the system to carry out ad hoc analysis through "what-if" queries.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 1838
authors Akleman, E., Chen, J. and Meric, B.
year 2000
title Intuitive and Effective Design of Periodic Symmetric Tiles
doi https://doi.org/10.52842/conf.acadia.2000.123
source Eternity, Infinity and Virtuality in Architecture [Proceedings of the 22nd Annual Conference of the Association for Computer-Aided Design in Architecture / 1-880250-09-8] Washington D.C. 19-22 October 2000, pp. 123-127
summary This paper presents a new approach for intuitive and effective design of periodic symmetric tiles. We observe that planar graphs can effectively represent symmetric tiles and graph drawing provides an intuitive paradigm for designing symmetric tiles. Moreover, based on our theoretical work to represent hexagonal symmetry by rectangular symmetry, we are able to present all symmetric tiles as graphs embedded on a torus and based on simple modulo operations. This approach enables us to develop a simple and efficient algorithm, which has been implemented in Java. By using this software, designers, architects and artists can create interesting symmetric tiles directly on the web. We also have designed a few examples of symmetric tiles to show the effectiveness of the approach.
series ACADIA
last changed 2022/06/07 07:54

_id aa7f
authors Bollinger, Elizabeth and Hill, Pamela
year 1993
title Virtual Reality: Technology of the Future or Playground of the Cyberpunk?
doi https://doi.org/10.52842/conf.acadia.1993.121
source Education and Practice: The Critical Interface [ACADIA Conference Proceedings / ISBN 1-880250-02-0] Texas (Texas / USA) 1993, pp. 121-129
summary Jaron Lanier is a major spokesperson of our society's hottest new technology: VR or virtual reality. He expressed his faith in the VR movement in this quote which appears in The User's Guide to the New Edge published by Mondo 2000. In its most technical sense, VR has attracted the attention of politicians in Washington who wonder if yet another technology developed in the United States will find its application across the globe in Asia. In its most human element, an entire "cyberpunk movement" has appealed to young minds everywhere as a seemingly safe form of hallucination. As architecture students, educators, and practitioners around the world are becoming attracted to the possibilities of VR technology as an extension of 3D modeling, visualization, and animation, it is appropriate to consider an overview of virtual reality.

In virtual reality a user encounters a computersimulated environment through the use of a physical interface. The user can interact with the environment to the point of becoming a part of the experience, and the experience becomes reality. Natural and

instinctive body movements are translated by the interface into computer commands. The quest for perfection in this human-computer relationship seems to be the essence of virtual reality technology.

To begin to capture the essence of virtual reality without first-hand experience, it is helpful to understand two important terms: presence and immersion. The sense of presence can be defined as the degree to which the user feels a part of the actual environment. The more reality the experience provides, the more presence it has. Immersion can be defined as the degree of other simulation a virtual reality interface provides for the viewer. A highly immersive system might provide more than just visual stimuli; for example, it may additionally provide simulated sound and motion, and simultaneously prevent distractions from being present.

series ACADIA
email
last changed 2022/06/07 07:52

_id e9f7
authors Bouchlaghem, N.
year 2000
title Optimising the design of building envelopes for thermal performance
source Automation in Construction 10 (1) (2000) pp. 101-112
summary Computer models for the simulation of the thermal performance of buildings have been in existence for many decades. Although these programs save a great deal of time and effort in computational terms they still rely on designers intuition and experience to achieve optimum solutions for a design problem. This paper presents a computer model which, not only simulates the thermal performance of the building taking into account design variables related to the building's envelope and fabric, but also applies numerical optimization techniques to automatically determine the optimum design variables, which achieve the best thermal comfort conditions. The main optimization program is supported by a graphical model for the design of window shading devices, which uses the numerical coefficients that define the window shading to model shading devices taking into account seasonal variations in solar angles and solar gains. The rationale and methodology used to develop the models is outlined and the resulting programs are described with examples of outputs. Finally, it is concluded that the models offer a valuable decision support system for designers at an early design state for the optimization of the passive thermal performance achieving optimum thermal comfort and savings in heating and cooling energy.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 88a1
authors Brenner, Claus
year 2000
title Towards Fully Automatic Generation of City Models
source IAPRS Vol. XXXIII, Part B3/1, Comm. III [ISPRS Congress], pp. 85-92
summary Once thought of being useful primarily for planning the location of telecommunication antennas, it has become clear in the meantime that three-dimensional city models are of importance in their own right. This paper presents some of our latest results on the reconstruction of building models from laser scanning DSM’s and digital ground plans. First, we show how buildings can be reconstructed from ground plans and generalize the standard straight skeleton algorithm. In a second step, we introduce the information which can be obtained from DSM segmentation in order to recover building structures which cannot be inferred directly from the ground plan. The work presented in this paper is actually part of our larger ATOP approach, a new framework for the fully automatic generation of city models.
keywords 3D City modeling
series other
last changed 2003/05/15 10:29

_id 30f5
authors Chan, Chen-Wei and Chiu, Mao-Lin
year 2000
title A Simulation Study of Urban Growth Patterns with Fractal Geometry
doi https://doi.org/10.52842/conf.caadria.2000.055
source CAADRIA 2000 [Proceedings of the Fifth Conference on Computer Aided Architectural Design Research in Asia / ISBN 981-04-2491-4] Singapore 18-19 May 2000, pp. 55-64
summary This paper depicts the use of fractal geometry in urban simulation. Fractal geometry, L-system, the DLA model, and related urban growth theories are first examined. Then an urban simulation system based on fractal geometry and L-system, Fractal_US, is built on the web for studying urban development patterns in various conditions. The Taipei city is simulated to demonstrate the visualization of urban growth and the result is presented for further discussion.
series CAADRIA
email
last changed 2022/06/07 07:56

_id 93cc
authors Colajanni, B., Pellitteri, G. and Concialdi, S.
year 2000
title Retrieval Tools in Building Case Bases
doi https://doi.org/10.52842/conf.ecaade.2000.113
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. 113-116
summary Most of the existing aids to building design rely on data base of cases representing solutions to problems that are thought to happen again at least in a similar way. Crucial for the success of the aid is the retrieval engine. In tour its efficiency depends on the way the cases are encoded. Whichever is this way cases will be represented at different levels of abstraction. The highest level will probably consist in an accessibility and adjacency graph. Another level could be a wire plan of the building. An easily workable representation of a graph is a square matrix. For any given building typology it is possible to write a list of encoded space types. This allows forming matrices that can be compared and their diversity measured. Here we present an algorithm that makes this job. Such an algorithm can be one of the case retrieval tools in the data base. It is likely that the designer has already some idea of the shape he wants for the building he is designing. A comparison between some geometric characteristics of the wire representation of the retrieved case and the corresponding ones of the imagined solution of the design problem can constitute a second test. The matching can be done
keywords Knowledge, Case Bases, Building, Tools
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:56

_id diss_cole
id diss_cole
authors Cole, R.J.
year 2000
title The Management and Visualisation of Document Collections Using Formal Concept Analysis
source Griffith University, Australia
summary This thesis proposes a methodology, notation/theory, and software framework for organising documents using formal concept analysis. The documents are organised for the purposes of retrieval and analysis using background information in the form of a taxonomy of terms. An emphasis is placed on the development of a methodology that employs scalable computer programs to assist humans in the process of organisation, retrieval and analysis of document collections.The text retrieval community has also been concerned with the organisation of documents. The work outlined in this thesis makes use of the results of the text retrieval community at its lowest layer. Above this layer formal concept analysis is used as a mechanism to allow users to organise document collections using views determined by small numbers of attributes. These views, also known as scales, can make a mixture of coarse and speci c distinctions between documents, and are either selected or created by the users to make precisely the distinctions between documents that are important to their current tasks.The primary tool for the presentation of the results of formal concept analysis is a line diagram. The e ectiveness of the presentation of information contained in a line diagram is heavily dependent on the quality of the diagram. To support users in arriving at a quality diagram for a newly created view, graph drawing algorithms are adapted to the special case of determining a good layout for a concept lattice. This task is di erent from traditional graph layout problems because lattices exhibit a high degree of structure which should be exploited and made evident in the nal diagram. A new layout algorithm is proposed that combines a layered diagram approach and an additive diagram methodology. This new hybrid algorithm is shown to produce better diagrams than other adapted graph drawing algorithms.
series thesis:PhD
more http://www.kvocentral.com/
last changed 2003/11/28 07:36

_id ddssar0213
id ddssar0213
authors De Groot, Ellie and Paule, Bernard
year 2002
title DIAL-Europe: New Functionality’s for an Integrated Daylighting Design Tool
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary The European project DIAL-Europe started in April 2000 and intends to enhance and to enlarge the capabilities of the LesoDIAL software. The aim of this “Swiss” tool was to give architects relevant information regarding the use of daylight, at the very first stage of the design process. DIAL-Europe focuses on European standards and climatic data. Further, a Heating & Cooling evaluation module and an Artificial Lighting module will be added. The objective of the Heating & Cooling module is to indicate the implications of the user’s design on heating and cooling energy and on thermal comfort.The objective of Artificial Lighting module is to develop a tool that will give an estimation of illuminance values on the work plane and provide guidance on qualitative aspects and visual comfort as well as on switching control and integration with daylight based on generic light sources and luminaires. Furthermore, the scope of the examples of simulated rooms will be increased in order to allow the user to compare their design with more similar cases. This paper will present the state of achievement and give an overview of the first version of the DIAL-Europe software, which will beavailable at the beginning of 2002.
series DDSS
last changed 2003/08/07 16:36

_id ga0027
id ga0027
authors E. Bilotta, P. Pantano and V. Talarico
year 2000
title Music Generation through Cellular Automata
source International Conference on Generative Art
summary Cellular automata (CA), like every other dynamical system, can be used to generate music. In fact, starting from any initial state and applying to them simple transition rules, such models are able to produce numerical sequences that can be successively associated to typically musical physical parameters. This approach is interesting because, maintaining fixed the set of rules and varying the initial data, many different, though correlated, numerical sequences can be originated (this recalls the genotype-phenotype dualism). Later on a musification (rendering) process can tie one or more physical parameters typical of music to various mathematical functions: as soon as the generative algorithm produces a numerical sequence this process modifies the physical parameter thus composing a sequence of sounds whose characteristic varies during the course of time. Many so obtained musical sequences can be selected by a genetic algorithm (CA) that promotes their evolution and refinement. The aim of this paper is to illustrate a series of musical pieces generated by CA. In the first part attention is focused on the effects coming from the application of various rendering processes to one dimensional multi state CA; typical behaviours of automata belonging to each of the four families discovered by Wolfram have been studied: CA evolving to a uniform state, CA evolving to a steady cycle, chaotic and complex CA. In order to make this part of the study Musical Dreams, a system for the simulation and musical rendering of one dimensional CA, has been used. In the second phase various CA obtained both by random generation and deriving from those studied in the first part are organised into families and, successively, made evolve through a genetic algorithm. This phase has been accomplished by using Harmony Seeker, a system for the generation of evolutionary music based on GA. The obtained results vary depending on the rendering systems used but, in general, automata belonging to the first family seem more indicated for the production of rhythmical patterns, while elements belonging to the second and fourth family seem to produce better harmonic patterns. Chaotic systems have been seen to produce good results only in presence of simple initial states. Experiments made in the second part have produced good harmonic results starting mainly from CA belonging to the second family.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id f91f
authors Elezkurtaj, Tomor and Franck, Georg
year 2000
title Geometry and Topology. A User-Interface to Artificial Evolution in Architectural Design
doi https://doi.org/10.52842/conf.ecaade.2000.309
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. 309-312
summary The paper presents a system that supports architectural floor plan design interactively. The method of problem solving implemented is a combination of an evolutionary strategy (ES) and a genetic algorithm (GA). The problem to be solved consists of fitting a number of rooms (n) into an outline by observing functional requirements. The rooms themselves are specified concerning size, function and preferred proportion. The functional requirements entering the fitness functions are expressed in terms of the proportions of the rooms and the neighbourhood relations between them. The system is designed to deal with one of the core problems of computer supported creativity in architecture. For architecture, form not only, but also function is relevant. Without specifying the function that a piece of architecture is supposed to fulfil, it is hard to support its design by computerised methods of problem solving and optimisation. In architecture, however, function relates to comfort, easiness of use, and aesthetics as well. Since it is extraordinary hard, if not impossible, to operationalise aesthetics, computer aided support of creative architectural design is still in its infancy.
keywords New AI, Genetic Algorithms, Artificial Evolution, creative Architectural Design, Interactive Design, Topology
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:55

_id ga0012
id ga0012
authors Galanter, Philip
year 2000
title GA2: a Programming Environment for Abstract Generative Fine Art
source International Conference on Generative Art
summary Fine artists looking to use computers to create generative works, especially those artists inclined towards abstraction, often face an uncomfortable choice in the selection of software tools. On the one hand there are a number of commercial and shareware programs available which implement a few techniques in an easy to use GUI environment. Unfortunately such programs often impose a certain look or style and are not terribly versatile or expressive. The other choice seems to be writing code from scratch, in a language such as c or Java. This can be very time consuming as every new work seems to demand a new program, and the artist's ability to write code can seldom keep pace with his ability to imagine new visual ideas. This paper describes a software system created by the author called GA2 which has been implemented in the Matlab software environment. By layering GA2 over Matlab the artist can take advantage of a very mature programming environment which includes extensive mathematical libraries, simple graphics routines, GUI construction tools, built-in help facilities, and command line, batch mode, and GUI modes of interaction. In addition, GA2 is very portable and can run on Macintosh, Windows, and Unix systems with almost no incremental effort for multi-platform support. GA2 is a work in progress and an extension of the completed GA1 environment. It is medium independent, and can be used for all manner of image, animation, and sound production. GA1 includes a complete set of genetic algorithm operations for breeding families of graphical marks, a database function for managing and recalling various genes, a set of statistical operations for creating various distributions of marks on a canvas or animation frame, a unique Markov-chain-likeoperator for generating families of visually similar lines or paths, and a complete L-system implementation. GA2 extends GA1 by adding more generative techniques such as tiling and symmetry operations, Thom's cusp catastrophe, and mechanisms inspired by complexity science notions such as cellular automata, fractals, artificial life, and chaos. All of these techniques are encapulated in genetic representations. This paper is supplemented with examples from the authors art work, and comments on the philosophy behind this method of working, and its relation towards the reinvigoration of abstraction after post-modernism.  
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 6f41
authors Gambao, E., Balaguer, C. and Gebhart, F.
year 2000
title Robot assembly system for computer-integrated construction
source Automation in Construction 9 (5-6) (2000) pp. 479-487
summary The construction industry demands a productivity increase that cannot be attained by means of traditional methods for masonry that have already reached their system limits and cannot contribute to further effectiveness. Further rationalisation can only be achieved by the reduction of labour and construction times. Therefore, a certain innovative leap is required by a system approach that combines the already existing construction technologies with new information, automation and robot technologies. An integrated automation system has been developed in the European ESPRIT III Robot Assembly System for Computer Integrated Construction (ROCCO) Project. Industrial partners and research centres from Germany, Spain and Belgium that are linked to the construction industry and robotics have formed the consortium. Block assembly tasks are performed by means of two robotics systems. One of the many challenges of these systems is related with the development of the control approach of large-range robots with hydraulic actuators. Conventional control strategies, based on PID or PD controllers and linear models, are unsuitable and prove completely inefficient for these robots. New control methods are necessary in order to achieve high performance with a reasonable time-consuming algorithm, useful in a real time control system. The most significant aspects related to the development of these robotic systems and their control systems are presented in this paper.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 57bd
authors Inanc, B. Sinan
year 2000
title Casebook. An Information Retrieval System for Housing Floor Plans
doi https://doi.org/10.52842/conf.caadria.2000.389
source CAADRIA 2000 [Proceedings of the Fifth Conference on Computer Aided Architectural Design Research in Asia / ISBN 981-04-2491-4] Singapore 18-19 May 2000, pp. 389-398
summary Floor plans are representations of choice for spatial information in architectural practice. They are expressive, readable, and familiar. My research examines possible uses of floor plan layouts in architectural information systems. Classification problems that arise are addressed by lazy computation. A prototype in the domain of residential units, CaseBook, has been developed and implemented. CaseBook uses graphical floor plans as core representations for storage, classification and retrieval. To reflect the plasticity of interpretations inherent to the complex and ill-defined architectural domain, the focus is on the flexibility of classification schemes. Flexibility is achieved through the application of adaptable automatic feature extraction and classification-on-demand by user-selected criteria. Queries can be graphically expressed in example layouts. The system ranks layouts according to their similarity to a query based on weighted nearest neighbor algorithm.
series CAADRIA
email
last changed 2022/06/07 07:50

_id 7847
authors Kartam, Nabil and Flood, Ian
year 2000
title Construction simulation using parallel computing environments
source Automation in Construction 10 (1) (2000) pp. 69-78
summary The paper describes and compares alternative approaches to implementing construction simulation models within a multiprocessor computing environment. Both parallel-algorithmic and neural network based methods of simulating construction processes are considered, and compared with the conventional serial-algorithmic approach. The lines along which a simulation algorithm can be divided into tasks for parallel execution on a multiprocessor are first discussed, and the merits of each approach are identified. This is followed by a brief discourse on neural networks, their application to construction simulation, and the way in which such an implementation can be implemented within a multiprocessing environment. The merits and demerits of all approaches are discussed with particular reference to a model of an excavation system. A case study comparing the speed at which each implementation can process a simulation shows the neural approach to operate approximately two orders of magnitude faster than the alternatives. The paper concludes with an indication of future research to be conducted in this field.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id f197
authors Kensek, K., Leuppi, J. and Noble, D.
year 2000
title Plank Lines of Ribbed Timber Shell Structures
doi https://doi.org/10.52842/conf.acadia.2000.261
source Eternity, Infinity and Virtuality in Architecture [Proceedings of the 22nd Annual Conference of the Association for Computer-Aided Design in Architecture / 1-880250-09-8] Washington D.C. 19-22 October 2000, pp. 261-266
summary This paper discusses a method for determining the plank lines of ribbed timber shell structures. The information is necessary for the construction of the roof, but the information is usually not depicted accurately in three-dimensional modeling programs.
keywords Geodesic Line, Finite Element Algorithm, Ribbed Shell Structure, Lightweight Structure, Timber Construction.
series ACADIA
email
last changed 2022/06/07 07:52

_id 5a8a
authors Kim, Young-Suk and Haas, Carl T.
year 2000
title A model for automation of infrastructure maintenance using representational forms
source Automation in Construction 10 (1) (2000) pp. 57-68
summary This paper proposes a model for the application of imaging to the automation of infrastructure maintenance. The model incorporates: (a) a domain structure, (b) human-machine interaction, (c) processes including machine vision, sensor data fusion, automated task planning, and control loops, and (d) graphical representation and visualization. In this paper, results are presented for automated crack and joint sealing, focusing on the development and use of a line snapping machine vision algorithm. It is concluded that the algorithm should be broadly applicable to applications in pavements, buildings, bridges, storage tanks, tunnels and utility pipes. The model can provide context and structure for development of new algorithms.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 4fa1
authors Lee, E., Ida, Y., Woo, S. and Sasada, T.
year 1999
title Environmental Design Using Fractals in Computer Graphics
doi https://doi.org/10.52842/conf.ecaade.1999.533
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 533-538
summary Computer graphics have developed efficient techniques for visualisation of the real world. Many of the algorithms have a physical basis, such as computational models for the light and the shadow, models of real objects (buildings, mountains, roads and so on) and the simulation of natural phenomenon. Now computer graphics techniques provide the virtual world with a perception of three dimensions. The concept of the virtual world and its technology have been expanding and intensifying in recent years. Almost everything in the real world has been simulated in virtual world. When it comes to a terrain model, what we need is labour and time. But now it is possible to simulate terrain like the real world using fractals in computer graphics with a very small program and small data set. This study aims to show how to build a real world impression in the virtual world. In this paper the authors suggest a landscape design method and show the results of its application.
keywords Fractals, Polygon-Reduction, Computer Graphics, Virtual World, Collaboration
series eCAADe
last changed 2022/06/07 07:51

_id 96a7
authors Li, Heng and Love, Peter E.D.
year 2000
title Genetic search for solving construction site-level unequal-area facility layout problems
source Automation in Construction 9 (2) (2000) pp. 217-226
summary A construction site represents a conflux of concerns, constantly calling for a broad and multi-criteria approach to solving problems related to site planning and design. As an important part of site planning and design, the objective of site-level facility layout is to allocate appropriate locations and areas for accommodating temporary site-level facilities such as warehouses, job offices, workshops and batch plants. Depending on the size, location and nature of the project, the required temporary facilities may vary. The layout of facilities can influence on the production time and cost in projects. In this paper, a construction site-level facility layout problem is described as allocating a set of predetermined facilities into a set of predetermined places, while satisfying layout constraints and requirements. A genetic algorithm system, which is a computational model of Darwinian evolution theory, is employed to solve the facilities layout problem. A case study is presented to demonstrate the efficiency of the genetic algorithm system in solving the construction site-level facility layout problems.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

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