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 717

_id avocaad_2001_05
id avocaad_2001_05
authors Alexander Koutamanis
year 2001
title Analysis and the descriptive approach
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary The rise of consciousness concerning the quality of working and living conditions has been a permanent though frequently underplayed theme in architecture and building since the reconstruction period. It has led to an explosive growth of programmatic requirements on building behaviour and performance, thus also stimulating the development of design analysis. The first stage of development was characterized by the evolution of prescriptive systems. These reversed the structure of pre-existing proscriptive systems into sequences of known steps that should be taken in order to achieve adequate results. Prescriptive systems complemented rather than replaced proscriptive ones, thereby creating an uncertain mixture of orthodoxy and orthopraxy that failed to provide design guidance for improving design performance and quality.The second stage in the development of design analysis focuses on descriptive methods and techniques for analyzing and supporting evaluation. Technologies such as simulation and scientific visualization are employed so as to produce detailed, accurate and reliable projections of building behaviour and performance. These projections can be correlated into a comprehensive and coherent description of a building using representations of form as information carriers. In these representations feedback and interaction assume a visual character that fits both design attitudes and lay perception of the built environment, but on the basis of a quantitative background that justifies, verifies and refines design actions. Descriptive analysis is currently the most promising direction for confronting and resolving design complexity. It provides the designer with useful insights into the causes and effects of various design problems but frequently comes short of providing clear design guidance for two main reasons: (1) it adds substantial amounts of information to the already unmanageable loads the designer must handle, and (2) it may provide incoherent cues for the further development of a design. Consequently the descriptive approach to analysis is always in danger of been supplanted by abstract decision making.One way of providing the desired design guidance is to complement the connection of descriptive analyses to representations of form (and from there to synthesis) with two interface components. The first is a memory component, implemented as case-bases of precedent designs. These designs encapsulate integrated design information that can be matched to the design in hand in terms of form, function and performance. Comparison between precedents with a known performance and a new design facilitate identification of design aspects that need be improved, as well as of wider formal and functional consequences. The second component is an adaptive generative system capable of guiding exploration of these aspects, both in the precedents and the new design. The aim of this system is to provide feedback from analysis to synthesis. By exploring the scope of the analysis and the applicability of the conclusions to more designs, the designer generates a coherent and consistent collection of partial solutions that explore a relevant solution space. Development of the first component, the design case-bases, is no trivial task. Transformability in the representation of cases and flexible classification in a database are critical to the identification and treatment of a design aspect. Nevertheless, the state of the art in case-based reasoning and the extensive corpus of analysed designs provide the essential building blocks. The second component, the adaptive generative system, poses more questions. Existing generative techniques do not possess the necessary richness or multidimensionality. Moreover, it is imperative that the designer plays a more active role in the control of the process than merely tweaking local variables. At the same time, the system should prevent that redesigning degenerates into a blind trial-and-error enumeration of possibilities. Guided empirical design research arguably provides the means for the evolutionary development of the second component.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id da3a
authors Borges Sanches, Thais and Leão de Amorim, Arivaldo
year 2001
title AVALIAÇÃO DO USO DA SIMULAÇÃO COMPUTACIONAL EM PROJETOS DE ILUMINAÇÃO ARTIFICIAL (Evaluation of the Use of Computer Simulation for Artificial Illumination Projects)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 95-97
summary This paper tries to evaluate the quantitative e qualitative aspects of the uses of the computational simulation for the analysis of enclosed environments light designs, and its feasibility in teaching in Architectural and Urbanism courses. The importance of this paper is associated with the determining of the illumination levels and its effects. Simulations were made with the Lightscape software in a specific room and their results were compared with the experimental measurements taken in that place. From this comparison it was possible to make the analysis of the software characteristics and to evaluate the advantages or disadvantages of its uses. The results confirm its feasibility as a tool for illumination simulation and its adequate uses in the teaching of environmental comfort. The good correlation achieved in visual effects derived from the lighting design and also the information of values related to illuminance and luminance for the simulated space support this affirmative.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 39ea
authors Maver, T., Harrison, C. and Grant, M.
year 2001
title Virtual Environments for Special Needs. Changing the VR Paradigm
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 151-159
summary The normal application of Virtual Reality is to the simulation of environments, which are in some way special - remote, hazardous or purely imaginary. This paper describes research and development work which changes the paradigm by simulating perfectly ordinary buildings for special people. Some 15% of the population have some form of physical impairment - a proportion which is likely to rise in line with an ageing population. New legislation, such as the UK Disability Discrimination Act places additional responsibility on building owners to ensure adequate access for people with an impairment and this in turn will place additional responsibility on the architect. Current methods of auditing access for new building are primitive and require the auditor to interpret plans/sections of the proposed building against a checklist of requirements specific to the special need. This paper reports on progress in the use of an immersive VR facility to simulate access to buildings for two broad classes of user: i) those with a mobility impairment; ii) those with visual impairment. In the former case, a wheelchair motion platform has been designed which allows the wheelchair user to navigate the virtual building; a brake and motor connected to the rollers on which the wheelchair sits facilitate the effects of slope and surface resistance. In the latter case, the main categories and degrees of visual impairment can be simulated allowing architects to assess the contribution of form, colour and signage to safe access.
keywords Virtual Reality, Mobility Impairment, Visual Impairment, Access, Simulation
series CAAD Futures
email
last changed 2006/11/07 07:22

_id 3e6a
authors Wittkopf, Stephen
year 2001
title I-Light, a webbased learning system for architectural lighting design
source TU Darmstadt
summary With the rising meaning of architectural lighting also the requirement at appropriate light planning rises. The possibilities of digital instruments were realized by several lamp manufacturers, which use 3D-CAD to present visualizations and use the Internet for their distribution. However in the field of universities it is important to offer instruments and methods with which the interaction of light and architecture can be learned descriptive, comprehensibly and interactively. Introductory in a theoretical section the bases of light planning and learn-educational concepts are pointed out. Parallel the state of the art in the areas of computer-aided learning and the light simulation is presented and evaluated regarding the learn-educational suitability. Thereupon an action requirement is formulated, which designates a new integration of the individual areas. It flows into the development of an interactive Web-based training system for the design with light - I-Light - whose concept and implementation in the following sections is described. In an application of examples the author points out finally, how this innovative connection of the Internet, 3D-CAD and simulation supports a better understanding of the medium light in the architecture perception. A new virtual light laboratory forms the core of this training system, in which architectural planning examples can be represented three-dimensional and changed interactively. A developed semantic scene model ensures for the fact that lighting, materials and delimitation surfaces are varied didactically appropriately and compared, so that visual effects and important interrelation can be assumed and checked. The author orients itself at the methodology by simulation and merges 3D-CAD and light simulation programs into the training system. The calculated photo-realistic picture is regarded not - as otherwise usual - as presentation material, but as interactive tools. Since 3D-CAD and light simulation programs presuppose much application knowledge, the author does not pursue to confront the user with these complex programs. He developed a new system with a Web-based graphic surface, that enables 3D-scenes to be loaded, be changed and stored easily (front-end). Furthermore it enables the remote control to an automatic, photo-realistic simulation on push of a button on an external high end render machine, that is connected via Internet, where at least all files are externally stored. For the operation of the front-end is only an average PC with a standard Webbrowser necessary. For the receiving station the author develops a new interface, which extends a standard Web server by the new possibility of storing and executing lighting simulations (back-end). The system presented by the author differs in the didactical concept and in the technical implementation from the solutions existing so far in similar areas. The interactive virtual light laboratories of the architectural planning examples represent a new beginning of Web-based learning environments. To the selected tools (HTML, Java, VRML, Web server, Lightscape) there yet exist no matured alternatives.
series thesis:PhD
email
more http://elib.tu-darmstadt.de/diss/000131/
last changed 2003/02/12 22:37

_id 5c22
authors Durmisevic, S., Ciftcioglu, Ö. and Sariyildiz, S.
year 2001
title Quantifying the Qualitative Design Aspects
doi https://doi.org/10.52842/conf.ecaade.2001.111
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 111-116
summary Architecture is a mixture of art and technique. This implies that the architect deals not only with engineering aspects that can be easily quantified and thereafter processed, but deals with aesthetics as well which is in first place qualitative and therefore rather difficult to estimate and numerically represent. As an example, in such cases, these ‘qualitative quantities’ are expressed in linguistic form which should be somehow expressed in numerical form in order to treat such data by powerful and conclusive numerical analysis methods. Expressions such as: bright colour, light room, large space are some of these examples. These expressions are fuzzy concepts whose actual interpretation is hidden and all of them together attach a qualitative value to a certain space. To deal with such information the emerging technologies of the last decade can provide an important aid. One of them is the soft computing technology that can deal with such soft data. In this paper, based on the case studies, we explain the potential of using soft computing techniques.
keywords Qualitative Design Data, Information Processing, Soft Computing, Knowledge Modeling, Neuro-Fuzzy Network
series eCAADe
email
last changed 2022/06/07 07:55

_id 5d55
authors Billger, Monica and d’Élia, Stefano
year 2001
title Colour appearance in virtual reality: a comparison between a full-scale room and a virtual reality simulation
source AIC Colour 2001, The 9th Congress of the International Colour Association, Rochester, NY.
summary The main goal of our project is to make VR applications usable for the planning of light and colour. To enable reliable simulations, we both need to develop better rendering methods and carefully study the appearance of light and colour in real rooms and in virtual environments. Assessments of real rooms are compared to simulations of the same rooms in immersive Virtual Reality (3D-cube). In this paper, we will present the outcome of a pilot study and discuss specific problems associated with the prospect of comparing reality to Virtual Reality. We will account for the experience of the room and go into details on the experience and perception of light. Indeed, the problems of getting enough light in the 3D-cube and of simulating the light situation of a real room affect colour appearance.
keywords Virtual Reality, VR, 3D-cube, Colour Appearance, Light Perception, Visual Assessments, Simulations
series other
email
last changed 2002/09/05 09:58

_id 2178
authors Chevrier, C. and Perrin, J.P.
year 2001
title Interactive 3D reconstruction for urban areas. An image based tool
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 753-765
summary Urban applications (for example arrangement, new buildings, virtual sightseeing and walkthrough) require a three dimensional (3D) geometrical model of town areas. However, most of them do not need an accurate model of reality. Such model would occupy a considerable memory space and would be too slow to handle. Architects, urban designers and civil engineers can find in our tool a medium to conceive their projects. Some types of software exist but they do not correspond exactly to our needs. Consequently we have conceived and developed an interactive tool for virtual 3D rough reconstruction of buildings. The software development has been performed in the Maya environment (ALIAS Wavefront) with C++ language and MEL (Maya Embedded Language). A constraint we set for ourselves was the use of only light devices (for easy transportation) at low price (everybody can buy such devices). The principle is to overlay on the scanned photograph of the area we want to deal with, the two dimensional (2D) cadastral plan displayed from the same viewpoint as the picture. Then each building body can be extruded from its ground polygon and the roof can be created from what the user sees on the picture. A constraint is the flatness of the polygonal surfaces. Our application context was the town of Nancy in France for which some areas have been reconstructed. Some pictures have been used as textures for polygonal surfaces, giving more reality effect to the simulation.
keywords Geometrical Modelling, Architecture, Urban Area, Virtual Visit
series CAAD Futures
email
last changed 2006/11/07 07:22

_id ascaad2004_paper12
id ascaad2004_paper12
authors Al-Qawasmi, Jamal
year 2004
title Reflections on e-Design: The e-Studio Experience
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary The influence of digital media and information technology on architectural design education and practice is increasingly evident. The practice and learning of architecture is increasingly aided by and dependant on digital media. Digital technologies not only provide new production methods, but also expand our abilities to create, explore, manipulate and compose space. In contemporary design education, there is a continuous demand to deliver new skills in digital media and to rethink architectural design education in the light of the new developments in digital technology. During the academic years 2001-2003, I had the chance to lead the efforts to promote an effective use of digital media for design education at Department of Architecture, Jordan University of Science and Technology (JUST). Architectural curriculum at JUST dedicated much time for teaching computing skills. However, in this curriculum, digital media was taught in the form of "software use" education. In this context, digital media is perceived and used mainly as a presentation tool. Furthermore, Computer Aided Architectural Design and architectural design are taught in separate courses without interactions between the two.
series ASCAAD
email
last changed 2007/04/08 19:47

_id 3386
authors Gavin, L., Keuppers, S., Mottram, C. and Penn, A.
year 2001
title Awareness Space in Distributed Social Networks
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 615-628
summary In the real work environment we are constantly aware of the presence and activity of others. We know when people are away from their desks, whether they are doing concentrated work, or whether they are available for interaction. We use this peripheral awareness of others to guide our interactions and social behaviour. However, when teams of workers are spatially separated we lose 'awareness' information and this severely inhibits interaction and information flow. The Theatre of Work (TOWER) aims to develop a virtual space to help create a sense of social awareness and presence to support distributed working. Presence, status and activity of other people are made visible in the theatre of work and allow one to build peripheral awareness of the current activity patterns of those who we do not share space with in reality. TOWER is developing a construction set to augment the workplace with synchronous as well as asynchronous awareness. Current, synchronous activity patterns and statuses are played out in a 3D virtual space through the use of symbolic acting. The environment itself however is automatically constructed on the basis of the organisation's information resources and is in effect an information space. Location of the symbolic actor in the environment can therefore represent the focus of that person's current activity. The environment itself evolves to reflect historic patterns of information use and exchange, and becomes an asynchronous representation of the past history of the organisation. A module that records specific episodes from the synchronous event cycle as a Docudrama forms an asynchronous information resource to give a history of team work and decision taking. The TOWER environment is displayed using a number of screen based and ambient display devices. Current status and activity events are supplied to the system using a range of sensors both in the real environment and in the information systems. The methodology has been established as a two-stage process. The 3D spatial environment will be automatically constructed or generated from some aspect of the pre-existing organisational structure or its information resources or usage patterns. The methodology must be extended to provide means for that structure to grow and evolve in the light of patterns of actual user behaviour in the TOWER space. We have developed a generative algorithm that uses a cell aggregation process to transcribe the information space into a 3d space. In stage 2 that space was analysed using space syntax methods (Hillier & Hanson, 1984; Hillier 1996) to allow the properties of permeability and intelligibility to be measured, and then these fed back into the generative algorithm. Finally, these same measures have been used to evaluate the spatialised behaviour that users of the TOWER space show, and will used to feed this back into the evolution of the space. The stage of transcription from information structure to 3d space through a generative algorithm is critical since it is this stage that allows neighbourhood relations to be created that are not present in the original information structure. It is these relations that could be expected to help increase social density.
keywords Algorithmic Form Generation, Distributed Workgroups, Space Syntax
series CAAD Futures
email
last changed 2006/11/07 07:22

_id fe63
authors Lindsey, B.
year 2001
title Digital Gehry
source Princeton, NJ: Princeton Architectural Press
summary Frank O. Gehry, born in 1929, founded his own architectural firm in Los Angeles in 1962, and since the building of the Guggenheim Museum in Bilbao, he is undoubtedly among the ranks of international architecture superstars. His buildings are complex constructions, with curves and distortions, skilful plastic shapes which never cease to surprise with their breath-taking spatial effects. To create these daring designs, Gehry makes extensive use of the latest electronic tools, physical models are transformed into digital models using software and hardware which has been adapted from the space industry and medical research. This book provides a colourful insight into Gehry's design methods and the creative process behind his fantastic buildings.
series other
last changed 2003/04/23 15:14

_id 0b74
authors Chow, B., Lam, S. and Tsou, J.
year 2001
title The impact of computer-based design tools for daylighting simulation and prediction for a built environment
doi https://doi.org/10.52842/conf.caadria.2001.169
source CAADRIA 2001 [Proceedings of the Sixth Conference on Computer Aided Architectural Design Research in Asia / ISBN 1-86487-096-6] Sydney 19-21 April 2001, pp. 169-179
summary This paper investigates the application of computer daylighting simulation to provide qualitative assessment and comparison for designers to improve the built environment especially for non-technical architecture students. A comprehensive study was carried out to evaluate different daylighting design tools and to identify the limitation of current systems in the academic field. The paper will focus mainly on the dynamic information exchange between scientific visualization and the design decision-making process. Both architectural design studio environment and practical design problems in the real world setting were experimented and evaluated. Two case studies are presented: a proposed gallery space for a museum, and a detail architectural design of a community church. Architectural design alterations are proposed, simulated and discussed. The recursive feedback of the designers are studied and documented. Through a combination of qualitative assessment and comparison, designers can evaluate and compare different design options in the computing environment before implementing in the real world situation.
series CAADRIA
email
last changed 2022/06/07 07:56

_id 7e02
authors Elger, Dietrich and Russell, Peter
year 2002
title The Virtual Campus: A new place for (lifelong) learning?
doi https://doi.org/10.52842/conf.ecaade.2002.472
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 472-477
summary 472 eCAADe 20 [design e-ducation] Modeling Real and Virtual Worlds Session 13 In the early spring of 2001 a collection of German universities founded a virtual faculty of architecture, which was named „Liquid Campus“. Current thinking about future forms of education in the field of architecture combined with over 4 years of experience with net-based design studios, led to questions about the future of existing universities, their buildings and their use. This problem was put to 43 students in the form of a design exercise to create a place for a virtual university. In the current situation, in which the administration of knowledge is more and more located on the internet, and even the so-called meeting places themselves can be virtualised through the help of video-conference-software, the exercise was to design a virtual campus in the framework and to carry out this design work in a simulation of distributed practice. Initial criticism of the project came from the students in that exemplary working methods were not described, but left for the students to discover on their own. The creation of a concept for the Liquid Campus meant that the participants had to imagine working in a world without the face to face contacts that form the basis (at present) of personal interaction. Additionally, the assignment to create or design possible links between the real and the virtual was not an easy task for students who normally design and plan real physical buildings. Even the tutors had difficulties in producing focused constructive criticism about a virtual campus; in effect the virtualisation of the university leads to a distinctive blurring of its boundaries. The project was conducted using the pedagogical framework of the netzentwurf.de; a relatively well established Internet based communication platform. This means that the studio was organised in the „traditional“ structure consisting of an initial 3 day workshop, a face to face midterm review, and a collective final review, held 3,5 months later in the Museum of Communication in Frankfurt am Main, Germany. In teams of 3 (with each student from a different university and a tutor located at a fourth) the students worked over the Internet to produce collaborative design solutions. The groups ended up with designs that spanned a range of solutions between real and virtual architecture. Examples of the student’s work (which is all available online) as well as their working methods are described. It must be said that the energy invested in the studio by the organisers of the virtual campus (as well as the students who took part) was considerably higher than in normal design studios and the paper seeks to look critically at the effort in relation to the outcomes achieved. The range and depth of the student’s work was surprising to many in the project, especially considering the initial hurdles (both social and technological) that had to overcome. The self-referential nature of the theme, the method and the working environment encouraged the students to take a more philosophical approach to the design problem. The paper explores the implications of the student’s conclusions on the nature of the university in general and draws conclusions specific to architectural education and the role of architecture in this process.
series eCAADe
email
last changed 2022/06/07 07:55

_id 7c0e
authors Koutamanis, Alexander and Den Hartog, Peter
year 2001
title Simulation and representation. Learning from airflow analyses in buildings
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 657-666
summary The simulation of environmental aspects is a current priority in design research and practice. The availability of relatively efficient and reliable simulation systems and the emphasis on environmental aspects throughout a building’s lifecycle combine to stimulate exploration of aspects such as lighting and air quality by computational means. Nevertheless, a frequent complaint is that the addition of such simulations makes design information processing timeconsuming and cumbersome, thereby increasing uncertainty and indecision. Therefore, it is imperative that simulation is integrated in the strategies and tools normally used by the digitally-minded architect. In this respect a central issue is the relations between the simulation and the design representation used as connecting tissue for the whole design environment. Input of design information in the simulation means identification of relevant objects, aspects, parts and properties of these objects, as well as relationships between objects. The explicit description of objects such as spaces, doors and windows in the design representation allows for ready extraction of relevant information, including automatic recognition of relationships such as adjacency between a window and a space. The addition of information specific to the airflow analysis was resolved by the extension of the representation to cover front-end service components such as inlets and outlets and general properties (annotations) such as activities accommodated in a space and the primary choice of cooling and heating subsystems. The design representation is also the obvious target for the output of the simulation (feedback). Visualization of airflow in terms of the resulting voxels makes effortless and enjoyable viewing but merely allowing the visualization to coexist with the representation of spaces and building elements does not provide design guidance. One way of achieving that is by treating spaces not as integral entities but as containers of relevant surfaces. These surfaces determine the adaptive subdivision of the space and function as attractors for voxel clustering.
keywords Simulation, Representation, Visualization
series CAAD Futures
email
last changed 2006/11/07 07:22

_id 6795
id 6795
authors KOUZELEAS Stelios
year 2005
title DEFINITION OF A METHOD OF LIMITS OF THE SIMPLIFICATION OF A HALL MODEL IN A CAD SYSTEM TO DIMINISH FALSIFICATION OF ACOUSTIC SIMULATION RESULTS
source International Congress eCAADe 2005 (Education and research in Computer Aided Architectural Design in Europe), subject : “Digital Desing : the quest for new paradigms”, ISBN 0-9541183-2-4, pp. 695-704, Technical University of Lisbon, Portugal, 21-24 September 2005
summary During the modelling, because of the sometimes complex architectural shape of halls, we were forced to introduce simplifications in order to carry out calculations and simulation operations on these halls, as the calculation software requires plane surfaces. This paper presents a developed tool adapted on a CAD modelling system (AutoCAD), which defines an “average limits” of the model simplification operation in order to control and diminish the falsification of calculation and simulation results on this model, such as the architectural acoustic simulation. The process of the elaboration and the adjustment of the simplified models of the Grand Theatre of Bordeaux (GTB) based on acoustical measurements and their calculation results are described in detail in a previous article (Kouzeleas and Semidor, 2001). The analysis process of the consequences of the hall model simplification on the acoustical simulation results and the applied simplification methods are described in a PhD thesis (Kouzeleas, 2002). This article is based on this analysis process in order to apply it on several simplified models of the Amphitheatre of the Architecture School of Bordeaux (Amphi-EAPB). The comparison in a CAD system (AutoCAD) of the acoustical calculation results and the areas after simplification of the simplified models of these two halls made with AutoCAD, via the developed tool adapted on the AutoCAD, permit to define a “limits average of a hall model simplification” before the falsification of these calculation results.
series other
type normal paper
email
more http://www.civil.ist.utl.pt/ecaade05/
last changed 2005/10/25 12:19

_id 2005_695
id 2005_695
authors Kouzeleas, Stelios Th.
year 2005
title Definition of a Method of Limits of the Simplification of a Hall Model in a CAD System to Diminish Falsification of Acoustic Simulation Results
doi https://doi.org/10.52842/conf.ecaade.2005.695
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 695-704
summary During the modelling, because of the sometimes complex architectural shape of halls, we were forced to introduce simplifications in order to carry out calculations and simulation operations on these halls, as the calculation software requires plane surfaces. This paper presents a developed tool adapted on a CAD modelling system (AutoCAD), which defines an “average limits” of the model simplification operation in order to control and diminish the falsification of calculation and simulation results on this model, such as the architectural acoustic simulation. The process of the elaboration and the adjustment of the simplified models of the Grand Theatre of Bordeaux (GTB) based on acoustical measurements and their calculation results are described in detail in a previous article (Kouzeleas and Semidor, 2001). The analysis process of the consequences of the hall model simplification on the acoustical simulation results and the applied simplification methods are described in a PhD thesis (Kouzeleas, 2002). This article is based on this analysis process in order to apply it on several simplified models of the Amphitheatre of the Architecture School of Bordeaux (Amphi- EAPB). The comparison in a CAD system (AutoCAD) of the acoustical calculation results and the areas after simplification of the simplified models of these two halls made with AutoCAD, via the developed tool adapted on the AutoCAD, permit to define a “limits average of a hall model simplification” before the falsification of these calculation results.
keywords Calculation Cad Program Integrated Development ; Design Process ; 3D Modeling ; Performance Simulation ; Acoustic Simulation Results
series eCAADe
email
last changed 2022/06/07 07:52

_id 6a70
authors Liapi, Katherine
year 2001
title Transformable Structures: Design Features and Preliminary Investigation
source Journal of Architectural Engineering -- March 2001 -- Volume 7, Issue 1, pp. 13-17
summary Innovative building conceptions, that allow for the change of the building's shape and form, can offer advantages for certain types of applications compared to conventional structures. The conception, design,and realization of transformable building structures require the use of innovative building technologies, and the development of new analytical methods and procedures. Geometric complexity is usually acharacteristic of the architectural expression of transformable structures, and their initial geometric configuration and representation is one of the earliest and most challenging phases in their design. A preliminaryinvestigation with computer simulation and animation studies can help identify problems in their initial geometric conception.
series journal paper
last changed 2003/05/15 21:45

_id acadia16_140
id acadia16_140
authors Nejur, Andrei; Steinfeld, Kyle
year 2016
title Ivy: Bringing a Weighted-Mesh Representations to Bear on Generative Architectural Design Applications
doi https://doi.org/10.52842/conf.acadia.2016.140
source ACADIA // 2016: POSTHUMAN FRONTIERS: Data, Designers, and Cognitive Machines [Proceedings of the 36th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-77095-5] Ann Arbor 27-29 October, 2016, pp. 140-151
summary Mesh segmentation has become an important and well-researched topic in computational geometry in recent years (Agathos et al. 2008). As a result, a number of new approaches have been developed that have led to innovations in a diverse set of problems in computer graphics (CG) (Sharmir 2008). Specifically, a range of effective methods for the division of a mesh have recently been proposed, including by K-means (Shlafman et al. 2002), graph cuts (Golovinskiy and Funkhouser 2008; Katz and Tal 2003), hierarchical clustering (Garland et al. 2001; Gelfand and Guibas 2004; Golovinskiy and Funkhouser 2008), primitive fitting (Athene et al. 2004), random walks (Lai et al.), core extraction (Katz et al.) tubular multi-scale analysis (Mortara et al. 2004), spectral clustering (Liu and Zhang 2004), and critical point analysis (Lin et al. 20070, all of which depend upon a weighted graph representation, typically the dual of a given mesh (Sharmir 2008). While these approaches have been proven effective within the narrowly defined domains of application for which they have been developed (Chen 2009), they have not been brought to bear on wider classes of problems in fields outside of CG, specifically on problems relevant to generative architectural design. Given the widespread use of meshes and the utility of segmentation in GAD, by surveying the relevant and recently matured approaches to mesh segmentation in CG that share a common representation of the mesh dual, this paper identifies and takes steps to address a heretofore unrealized transfer of technology that would resolve a missed opportunity for both subject areas. Meshes are often employed by architectural designers for purposes that are distinct from and present a unique set of requirements in relation to similar applications that have enjoyed more focused study in computer science. This paper presents a survey of similar applications, including thin-sheet fabrication (Mitani and Suzuki 2004), rendering optimization (Garland et al. 2001), 3D mesh compression (Taubin et al. 1998), morphin (Shapira et al. 2008) and mesh simplification (Kalvin and Taylor 1996), and distinguish the requirements of these applications from those presented by GAD, including non-refinement in advance of the constraining of mesh geometry to planar-quad faces, and the ability to address a diversity of mesh features that may or may not be preserved. Following this survey of existing approaches and unmet needs, the authors assert that if a generalized framework for working with graph representations of meshes is developed, allowing for the interactive adjustment of edge weights, then the recent developments in mesh segmentation may be better brought to bear on GAD problems. This paper presents work toward the development of just such a framework, implemented as a plug-in for the visual programming environment Grasshopper.
keywords tool-building, design simulation, fabrication, computation, megalith
series ACADIA
type paper
email
last changed 2022/06/07 07:58

_id 33e9
authors Paranandi, Murali
year 2001
title Computer-Aided Daylight Simulation - A Hybrid Approach to Recording and Exploring Ideas
doi https://doi.org/10.52842/conf.ecaade.2001.534
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 534-539
summary Accuracy and facility for iterative exploration are two of the most appealing promises of computer use in architectural design. In this paper, we discuss daylighting visualization, a very important aspect of the architectural design process, where computers do not yet fulfill these promises. We initiated a project to understand the reasons for this and to develop methods to deal with it in architectural design education. We report our work in progress, which combines creative thinking with scientific procedures to resolve the bottlenecks in computer graphics technologies making them suitable for design exploration. Our strategy seeks to fill the gaps in the science of photo realistic visualization with time tested physical modeling techniques. We present some of our student work based on this strategy.
keywords Photorealism, Rendering, Daylighting Design, Visualization, Simulation, Scale (Physical) Models, Design Education
series eCAADe
email
last changed 2022/06/07 08:00

_id avocaad_2001_12
id avocaad_2001_12
authors Pongratz, Perbellini
year 2001
title Intermedial Architecture
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary A great part of our physical environment and existence is currently undergoing an epochal transformation from a solid to a liquid state on many layers of technological evolution. Optical phenomena and radical shifts in visuality, particularly manifest through media propagation are impacting on urban space in unpredictable ways. City - space is not only perceived as a physical place but also simultaneously inhabited as a virtual site. Both conditions form the hybrid of an urban realm, construed as surveillance, simulation, distraction and a relentless proliferation of information. Ultimately, all man-machine interfaces of hardware will be adequately infinitely machined. This process however will continue beyond the now experienced level of TV, video, cellular-phones and computers, incorporating interconnected surfaces of text, music and other kind of data. The surrounding sensorium will penetrate the phenomenological tissue of our nervous system to the extent that we are unconsciously fluidly interacting. Behavioral properties of matter and their smooth transmittal of visual, sound and tactile sensations, will provide an intellectual and sensual presence which renders space and its perception as being liquefied. Also the interrelation between the exterior and interior usage will be smooth and multidimensional, as the building’s envelopes are capable to alter their properties in response to contextual changes or movements. A redefinition of the disciplines of architecture and urban planning responds to the changes in cultural, social, political and economical milieus.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id avocaad_2001_19
id avocaad_2001_19
authors Shen-Kai Tang, Yu-Tung Liu, Yu-Sheng Chung, Chi-Seng Chung
year 2001
title The visual harmony between new and old materials in the restoration of historical architecture: A study of computer simulation
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In the research of historical architecture restoration, scholars respectively focus on the field of architectural context and architectural archeology (Shi, 1988, 1990, 1991, 1992, 1995; Fu, 1995, 1997; Chiu, 2000) or on architecture construction and the procedure of restoration (Shi, 1988, 1989; Chiu, 1990). How to choose materials and cope with their durability becomes an important issue in the restoration of historical architecture (Dasser, 1990; Wang, 1998).In the related research of the usage and durability of materials, some scholars deem that, instead of continuing the traditional ways that last for hundreds of years (that is to replace new materials with old ones), it might be better to keep the original materials (Dasser, 1990). However, unavoidably, some of the originals are much worn. Thus we have to first establish the standard of eliminating components, and secondly to replace identical or similar materials with the old components (Lee, 1990). After accomplishing the restoration, we often unexpectedly find out that the renewed historical building is too new that the sense of history is eliminated (Dasser, 1990; Fu, 1997). Actually this is the important factor that determines the accomplishment of restoration. In the past, some scholars find out that the contrast and conflict between new and old materials are contributed to the different time of manufacture and different coating, such as antiseptic, pattern, etc., which result in the discrepancy of the sense of visual perception (Lee, 1990; Fu, 1997; Dasser, 1990).In recent years, a number of researches and practice of computer technology have been done in the field of architectural design. We are able to proceed design communication more exactly by the application of some systematic softwares, such as image processing, computer graphic, computer modeling/rendering, animation, multimedia, virtual reality and so on (Lawson, 1995; Liu, 1996). The application of computer technology to the research of the preservation of historical architecture is comparatively late. Continually some researchers explore the procedure of restoration by computer simulation technology (Potier, 2000), or establish digital database of the investigation of historical architecture (Sasada, 2000; Wang, 1998). How to choose materials by the technology of computer simulation influences the sense of visual perception. Liu (2000) has a more complete result on visual impact analysis and assessment (VIAA) about the research of urban design projection. The main subjects of this research paper focuses on whether the technology of computer simulation can extenuate the conflict between new and old materials that imposed on visual perception.The objective of this paper is to propose a standard method of visual harmony effects for materials in historical architecture (taking the Gigi Train Station destroyed by the earthquake in last September as the operating example).There are five steps in this research: 1.Categorize the materials of historical architecture and establish the information in digital database. 2.Get new materials of historical architecture and establish the information in digital database. 3.According to the mixing amount of new and old materials, determinate their proportion of the building; mixing new and old materials in a certain way. 4.Assign the mixed materials to the computer model and proceed the simulation of lighting. 5.Make experts and the citizens to evaluate the accomplished computer model in order to propose the expected standard method.According to the experiment mentioned above, we first address a procedure of material simulation of the historical architecture restoration and then offer some suggestions of how to mix new and old materials.By this procedure of simulation, we offer a better view to control the restoration of historical architecture. And, the discrepancy and discordance by new and old materials can be released. Moreover, we thus avoid to reconstructing ¡§too new¡¨ historical architecture.
series AVOCAAD
email
last changed 2005/09/09 10:48

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