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

PDF papers
References

Hits 1 to 12 of 12

_id sigradi2009_985
id sigradi2009_985
authors Mackay, William Iain; Neander Furtado Silva
year 2009
title From Ancient To Digital: The Challenges Of A Major Transition Towards The Virtual Reconstruction Of The Andean Past (With Special Reference To Inca Architecture.)
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary The definition of an underlying shape grammar behind Inca architecture can assist in the virtual archaeological reconstruction of destroyed sites; that is, allowing us to step from the ancient to the digital realm. The Inca architectural style tends to be consistent throughout the Andes and was in effect, a statement of power. Geometricity, interlocking patterns, orthogonal layouts, colour and texture reversal, modular compression, derivations, rotation, mirroring, repetition, symmetry, proportion, ratios, recombination and Andean “entasis” are qualities frequently encountered in Andean art and architecture. They are “CAD-friendly” and can be integrated into predictive digital virtual reconstruction techniques representing partially damaged and substantially destroyed ancient Andean monuments (and fine arts).
keywords Inca; virtual reconstruction; shape grammars; kanchas; Ollantaytambo
series SIGRADI
email
last changed 2016/03/10 09:55

_id caadria2009_067
id caadria2009_067
authors Nilkaew, Piyaboon
year 2009
title The Study of Building Management by using 3D Digital Modeling and Database: ABFM
doi https://doi.org/10.52842/conf.caadria.2009.235
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 235-243
summary The principal objective of building management is to control facilities planning and facilities operations and maintenance, that effective criteria in strategic planning about preventive maintenance and predictive maintenance. The key of success in managing the building and facilities is all about collecting and interpreting data on diverse facets of property use. Computer databases are the ideal vehicles in which to log, store and manipulate data; almost unlimited information can be measured and entered en masse. The strength of such information storage is its capacity for expansion and the diversity of subject; it becomes large and requires greater and greater operator familiarity with its structure in order to interrogate successfully. The ultimate solution is to computer–base the entire operation, by using the three-dimensional building modelling to control the operation. This solution will simulate building in virtual environment and the building system data (Architectural part and Engineering part) will collect in digital data type. The digital data will classification and made three-dimensional database relations. This research focus in three sections of the operation as three-dimensional database relationship, topological simulation and smart system, that applied to generate the prototype building management application “Architecture Building Facilities Management: ABFM”.
keywords Building management; facilities management; 3D database; smart system
series CAADRIA
email
last changed 2022/06/07 07:58

_id ascaad2009_mimi_abdul_ghani
id ascaad2009_mimi_abdul_ghani
authors Zaleha, Mimi; Abdul Ghani and Sambit Datta
year 2009
title Virtual Ampang Jaya: An interactive visualization environment for modeling urban growth and spatio-temporal transformation
source Digitizing Architecture: Formalization and Content [4th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2009) / ISBN 978-99901-06-77-0], Manama (Kingdom of Bahrain), 11-12 May 2009, pp. 379-394
summary Virtual Ampang Jaya is an interactive visualization environment for modeling urban growth and spatio-temporal transformation to expose and evaluate the different layers of Ampang Jaya, consisting of social, economic, built and natural environments. The research will investigate the techniques of data acquisition, data reconstruction from physical to digital, urban analysis and visualization in constructing a digital model which may include low geometric content such as 2D digital maps and digital orthographics to high geometric content such as full volumetric parametric modeling. The process will integrate the state of the art GIS system to explore GIS powerful analytical and querying capabilities with interactive visualization environment as well as test the model as a predictive tool. The model will set as an experimental test pad in providing a new platform to support decision making about the spatial growth of Ampang Jaya by the various stakeholders in the planning processes. Such an environment will improve the subsequent digital models and research in the area of urban design and planning where visual communication is central.
series ASCAAD
email
last changed 2009/06/30 08:12

_id caadria2009_017
id caadria2009_017
authors Bruton, Dean
year 2009
title On Distributed Network Rendering Systems
doi https://doi.org/10.52842/conf.caadria.2009.065
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 65-74
summary This paper reports an investigation of the establishment and performance of a distributed computer rendering system for advanced computer graphics production within a centralized university information technology environment. It explores the proposal that the use of distributed computer rendering systems in industry and universities offers synergies for university-industry collaborative agreements. Claims that cluster computing and rendering systems are of benefit for computer graphics productions are to be tested within a standard higher education environment. A small scale distributed computer rendering system was set up to investigate the development of the optimum use of intranet and internet systems for computer generated feature film production and architectural visualisation. The work entailed using monitoring, comparative performance analysis and interviews with relevant stakeholders. The research provides important information for practitioners and the general public and heralds the initiation of a Centre for Visualization and Animation research within the School of Architecture, Landscape Architecture and Urban Design, University of Adelaide.
keywords Render farm, processing, computer graphics, animation
series CAADRIA
email
last changed 2022/06/07 07:54

_id ascaad2009_tellef_dannevig
id ascaad2009_tellef_dannevig
authors Dannevig, Tellef; Jostein Akre Thorvaldsen and Ramzi Hassan
year 2009
title Immersive Virtual Reality in Landscape Planning
source Digitizing Architecture: Formalization and Content [4th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2009) / ISBN 978-99901-06-77-0], Manama (Kingdom of Bahrain), 11-12 May 2009, pp. 349-364
summary In Norway there has been an increased focus on participatory planning the latter years. The public is now supposed to be included in the planning process. The documents which the public have access to usually consists of the project`s technical drawings. In some cases, the documents include perspective drawing or computer rendering supplied by the stakeholder. Most affected parties are non professional in terms of planning, and have little or no experience dealing with the plans. Therefore, the information they rely on most cases is the perspective images, which easily can be manipulated. A system that enables all parties engaged in the planning process to visualize planning scenarios in a much realistic way is therefore needed. Virtual Reality is a tool that enables the viewer to move freely in a three dimensional digital environment. In this virtual world, different levels of interactivity can be added. The Norwegian University of Life Sciences (UMB) has recently installed a new immersive Virtual Reality system based on the idea of ConCave theatre. This research study is making use of the new ConCave theatre in order to test whether VR can be used as an enhancement of the communication process between professionals and amateurs and between professionals. By presenting digital models of different level of detail to two subject groups consisting of students with planning background and two groups without such experience we first investigated perception in an immersive VR-environment.
series ASCAAD
email
last changed 2009/06/30 08:12

_id ascaad2009_danilo_di_mascio
id ascaad2009_danilo_di_mascio
authors Di Mascio, Danilo
year 2009
title Digital Reconstruction and Analysis of Turchinio’s Trabocco: A method of digital reconstruction of a complex structure as a way to improve our knowledge of a cultural heritage artifact
source Digitizing Architecture: Formalization and Content [4th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2009) / ISBN 978-99901-06-77-0], Manama (Kingdom of Bahrain), 11-12 May 2009, pp. 177-189
summary The aim of the following paper is to show a method of digital reconstruction and analysis of an important artifact pertaining to the Abruzzo cultural heritage, the ‘trabocco’. In fact recent software for graphics and architecture, such as CAD, graphics editor, and those dedicated to three-dimensional modeling and rendering are tools that open new opportunities in the study of cultural heritage artifacts, The more the complexity of the object to study, the more the advantages for their use. A formal and structural complexity characterize the trabocchi, pile constructions typical of the Abruzzo coast, that go back to the middle of XVII century and the subject of this study is the trabocco of Punta Turchinio, the most famous and complex of the coast. Among the digital reconstruction’s objectives there are: Increase the knowledge of the ‘trabocco’ and generate a series of information necessary to define and manage a recovery plan; to study more deeply the technologic decomposition of the four main sub-systems with related abacus of the technological elements and create static and animated graphics restitutions such as renderings and animations to understand some spatial and formal characteristics.
series ASCAAD
email
last changed 2009/06/30 08:12

_id cf2009_557
id cf2009_557
authors Hii Jun Chung, Daniel; Zhou Zhiying, Steven; Karlekar, Jayashree; Schneider, Miriam and Lu, Weiquan
year 2009
title Outdoor mobile augmented reality for past and future on-site architectural visualizations
source T. Tidafi and T. Dorta (eds) Joining Languages, Cultures and Visions: CAADFutures 2009, PUM, 2009, pp. 557- 571
summary Mobile devices have become widely used in outdoors on-the-move applications. Our research aims at developing a system which allows users to visualize the virtual buildings, streets, historic sites, landscapes or cityscapes (in the past or future) which are rendered seamlessly with the current actual scene captured by the camera (called Augmented Reality), and interactively exploring the virtual scene in real-time while the user is moving. We use the camera PDA, the GPS receiver and the gyroscope to track the mobile device’s position and orientation for virtual scene rendering. This article documents the issues regarding accurate alignment, tracking, errors and limitations with mobile devices and presents our solutions generated so far for the research in progress.
keywords Mobile augmented reality / mixed reality, virtual reality, visualization, navigation
series CAAD Futures
email
last changed 2009/06/08 20:53

_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 1ad0
id 1ad0
authors Qu, Yingge; Schnabel, Marc Aurel
year 2009
title Drawing Architecture using Manga Techniques
source Managing IT in Construction / Managing Construction for Tomorrow, CIB W78, Attila Dikbas, Esin Ergen & Heyecan Giritli (eds.), CRC Press/Balkema, Istanbul, Turkey, pp.567-576
summary Manga is a type of stylised bitonal drawings pleasing in terms of screen variety and tidy lines. In this paper, we present a method to draw architecture, spatial compositions and their details, including colours, textures, and tones, using manga drawing techniques. Given a colour image, such as photography, or drawing, our method finds the optimal solution for screening during the bi-tonal transformation, as well as a set of ideally abstracted line drawings. This offers a novel rendering appearance for the communication of architectural design. In our results we demonstrate successfully that our method generates manga-like drawings from an architectural image that preserve architectural key-elements, such as surface or material properties.
keywords representation, visual communication, non-photorealistic rendering, multidimensional scaling, Manga
series other
type normal paper
email
last changed 2010/02/02 08:54

_id cf2009_095
id cf2009_095
authors Rafi, Ahmad; Paul, Avijit; Noraishah, Siti and Nazri, Mohd
year 2009
title Techniques on heritage preservation using lighting computation virtual environment
source T. Tidafi and T. Dorta (eds) Joining Languages, Cultures and Visions: CAADFutures 2009, PUM, 2009, 95-104
summary This research presents the results of experiments of techniques on heritage preservation using lighting computation in virtual environment. In this research, three traditional houses built in the early 1900s were re-constructed based on the captured data that included texturing and lighting. A thorough study on the lighting solution and its impact to the design aspects of photorealism and issues discovered in processing the digital data will be emphasized. This includes complexity of the modeling, rendering and reality, and real-time lighting techniques. This research will suggest effective lighting techniques for re-construction of heritage preservation in virtual environment for architectural purposes.
keywords Global illumination, HDRI, simulation, virtual heritage
series CAAD Futures
email
last changed 2009/06/08 20:53

_id ijac20097407
id ijac20097407
authors Sass, Lawrence
year 2009
title Parametric Constructionist Kits: Physical Design and Delivery System for Rapid Prototyping Devices
source International Journal of Architectural Computing vol. 7 - no. 4, 623-642
summary In this paper we illustrate a design methodology based on constructionist learning principles with CAD modeling and rapid prototyping. The belief is that a constructionist approach to design development extends design possibilities beyond the visual aspects of rendering and animation to building construction by way of component-based parametric modeling. This is demonstrated by way of construction kits as a proposed system of physical design production, individually and in groups. Results of the system are data sets for model manufacturing, hand assembly and design feedback. The impact of this work is to teach physical modeling as a system of production that will allow a designer hands-on learning of building structure, material mechanics and building component behavior. Also design success is newly defined as a relationship between the visual and physical evaluation; not just the visual. The paper ends with examples of complex design models generated from elements in the construction kit and a physical design grammar used to guide element assembly. Although the examples in this paper satisfy model making for building structures we believe this system can be useful for anyone who needs to construct physical artifacts beyond traditional scales found in rapid prototyping.
series journal
last changed 2010/09/06 08:02

_id caadria2009_063
id caadria2009_063
authors Tai, Nan-Ching; Mehlika Inanici
year 2009
title Depth Perception in Real and Pictorial Spaces: A Computational Framework to Represent and Simulate Built Environments
doi https://doi.org/10.52842/conf.caadria.2009.543
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 543-552
summary Architectural design is often mediated on two-dimensional representation systems and envisioned three-dimensionally in the pictorial space. The developments of advanced digital technologies have enabled us to create the pictorial representations of un-built design projects that can appear as real as photographs. The visually appealing pictures produced by photorealistic rendering tools are useful for visualizing the form and the spatial layout of the proposed architectural design; but they may be inadequate and misleading for simulating the perceptual qualities of space. This paper draws from the recent developments in computer graphics (physically based renderings and perceptually based tone mapping techniques) and proposes a computational framework to faithfully represent and simulate pictorial spaces. Guidelines are provided for generating images with appropriate representation and simulation techniques so that architects can make informed design decisions about the perceptual qualities of their designs and researchers can study depth perception in computer environments.
keywords Depth Perception: Pictorial Cue; Physically based Rendering; Tone Mapping; High Dynamic Range Imagery
series CAADRIA
email
last changed 2022/06/07 07:56

No more hits.

HOMELOGIN (you are user _anon_977976 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002