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 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 ecaade2009_002
id ecaade2009_002
authors Choo, Seung Yeon; Heo, Kyu Souk; Seo, Ji Hyo; Kang, Min Soo
year 2009
title Augmented Reality- Effective Assistance for Interior Design: Focus on Tangible AR Study
source Computation: The New Realm of Architectural Design [27th eCAADe Conference Proceedings / ISBN 978-0-9541183-8-9] Istanbul (Turkey) 16-19 September 2009, pp. 649-656
doi https://doi.org/10.52842/conf.ecaade.2009.649
wos WOS:000334282200078
summary This article presents an application of Augmented Reality technology for interior design. Plus, an Educational Interior Design Project is reviewed. Along with the dramatic progress of digital technology, virtual information techniques are also required for architectural projects. Thus, the new technology of Augmented Reality offers many advantages for digital design and construction fields. AR is also being considered as a new design approach for interior design. In an AR environment, virtual furniture can be displayed and modified in real-time on the screen, allowing the user to have an interactive experience with the virtual furniture in a real-world environment. Finally, this study proposes a new method for applying AR technology to interior design work, where a user can view virtual furniture and communicate with 3D virtual furniture data using a dynamic and flexible user interface. Plus, all the properties of the virtual furniture can be adjusted using occlusion based interaction methods for a Tangible Augmented Reality.
keywords Interior design, augmented reality, ARToolKit, tangible AR, interactive augmented reality
series eCAADe
email
last changed 2022/06/07 07:56

_id ijac20097408
id ijac20097408
authors Biloria, Nimish; Valentina Sumini
year 2009
title Performative Building Skin Systems: A Morphogenomic Approach Towards Developing Real-Time Adaptive Building Skin Systems
source International Journal of Architectural Computing vol. 7 - no. 4, 643-676
summary Morphogenomics, a relatively new research area, involves understanding the role played by information regulation in the emergence of diverse natural and artificially generated morphologies. Performative building skin systems as a bottom-up parametric formation of context aware interdependent, ubiquitously communicating components leading to the development of continually performative systems is one of the multi-scalar derivations of the aforementioned Morphogenomic understanding. The agenda of adaptations for these building skins specifically corresponds to three domains of adaptation: structural, behavioral and physiological adaptations resulting in kinetic adaptability, energy generation, conservation, transport and usage principles as well as material property based changes per component. The developed skins adapt in real time via operating upon ubiquitous communication and data-regulation protocols for sensing and processing contextual information. Computational processes and information technology based tools and techniques such as parametric design, real-time simulation using game design software, environmental information mapping, sensing and actuating systems coupled with inbuilt control systems as well as manufacturing physical models in collaboration with praxis form a vital part of these skin systems. These experiments and analysis based on developing intrinsic inter-dependencies between contextual data, structure and material logistics thus lay the foundation for a new era of continually performing, self powering, real-time adaptive intelligent building skin systems.
series journal
last changed 2010/09/06 08:02

_id cf2011_p157
id cf2011_p157
authors Boton, Conrad; Kubicki Sylvain, Halin Gilles
year 2011
title Understanding Pre-Construction Simulation Activities to Adapt Visualization in 4D CAD Collaborative Tools
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 477-492.
summary Increasing productivity and efficiency is an important issue in the AEC field. This area is mainly characterized by fragmentation, heterogeneous teams with low lifetimes and many uncertainties. 4D CAD is one of the greatest innovations in recent years. It consists in linking a 3D model of the building with the works planning in order to simulate the construction evolution over time. 4D CAD can fill several needs from design to project management through constructivity analysis and tasks planning (Tommelein 2003). The literature shows that several applications have been proposed to improve the 4D CAD use (Chau et al. 2004; Lu et al. 2007; Seok & al. 2009). In addition, studies have shown the real impact of 4D CAD use in construction projects (Staub-French & Khanzode 2007; Dawood & Sika 2007). More recently, Mahalingam et al. (2010) showed that the collaborative use of 4D CAD is particularly useful during the pre-construction phase for comparing the constructability of working methods, for visually identifying conflicts and clashes (overlaps), and as visual tool for practitioners to discuss and to plan project progress. So the advantage of the 4D CAD collaborative use is demonstrated. Moreover, several studies have been conducted both in the scientific community and in the industrial world to improve it (Zhou et al. 2009; Kang et al. 2007). But an important need that remains in collaborative 4D CAD use in construction projects is about the adaptation of visualization to the users business needs. Indeed, construction projects have very specific characteristics (fragmentation, variable team, different roles from one project to another). Moreover, in the AEC field several visualization techniques can represent the same concept and actors choose one or another of these techniques according to their specific needs related to the task they have to perform. For example, the tasks planning may be represented by a Gantt chart or by a PERT network and the building elements can be depicted with a 3D model or a 2D plan. The classical view (3D + Gantt) proposed to all practitioners in the available 4D tools seems therefore not suiting the needs of all. So, our research is based on the hypothesis that adapting the visualization to individual business needs could significantly improve the collaboration. This work relies on previous ones and aim to develop a method 1) to choose the best suited views for performed tasks and 2) to compose adapted multiple views for each actor, that we call “business views”. We propose a 4 steps-method to compose business views. The first step identifies the users’ business needs, defining the individual practices performed by each actor, identifying his business tasks and his information needs. The second step identifies the visualization needs related to the identified business needs. For this purpose, the user’s interactions and visualization tasks are described. This enables choosing the most appropriate visualization techniques for each need (step 3). At this step, it is important to describe the visualization techniques and to be able to compare them. Therefore, we proposed a business view metamodel. The final step (step 4) selects the adapted views, defines the coordination mechanisms and the interaction principles in order to compose coordinated visualizations. A final step consists in a validation work to ensure that the composed views really match to the described business needs. This paper presents the latest version of the method and especially presents our latest works about its first and second steps. These include making more generic the business tasks description in order to be applicable within most of construction projects and enabling to make correspondence with visualization tasks.
keywords Pre-construction, Simulation, 4D CAD, Collaboration, Computer Supported Cooperative Work, Human-Computer Interface, Information visualization, Business view, Model driven engineering
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ijac20097106
id ijac20097106
authors Brown, Andre; Saeed, Ghousia; Knight, Michael
year 2009
title Finding Your Way Around Heritage Sites: the Delivery of Digital Information to Mobile Devices
source International Journal of Architectural Computing vol. 7 - no. 1, 105-120
summary An information enriched 3D digital city model connected wirelessly with the real-time user interaction has the potential to deliver an effective piece in the pervasive computing jigsaw. Real-time location awareness can contribute to the effective delivery of 3D digital city models and associated information to small mobile devices. Location awareness is also one of the vital elements of ubiquitous computing systems; together the mobile hardware and its interactive contents can be thought of as 'everyware'. This paper describes the work - undertaken with different technological systems that have potential for pedestrian location sensing connecting the pedestrian user with real and virtual environments simultaneously. In particular we look at how users can be correctly located and efficiently informed about buildings and artefacts that are part of the spectrum of built forms that together are referred to as Architectural Heritage sites.
series journal
last changed 2009/06/23 08:07

_id cf2011_p135
id cf2011_p135
authors Chen Rui, Irene; Schnabel Marc Aurel
year 2011
title Multi-touch - the future of design interaction
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 557-572.
summary The next major revolution for design is to bring the natural user interaction into design activities. Graphical User Interfaces (GUI) brought a new approach that was more effective compared to their conventional predecessors. In recent years, Natural User Interfaces (NUI) have advanced user experiences and multi-touch and gesture technologies provide new opportunities for a variety of potential uses in design. Much attention has been paid to leverage in the design of interactive interfaces. The mouse input and desktop screen metaphors limit the information sharing for multiple users and also delayed the direct interaction for communication between each other. This paper proposes the innovative method by integrating game engine ‘Unity3D’ with multi-touch tangible interfaces. Unity3D provides a game development tool as part of its application package that has been designed to let users to focus on creating new games. However, it does not limit the usage of area to design additional game scenarios since the benefits of Unity3D is allowing users to build 3D environments with its customizable and easy to use editor, graphical pipelines to openGL (http://unity3d.com/, 2010 ). It creates Virtual Reality (VR) environments which can simulates places in the real world, as well as the virtual environments helping architects and designers to vividly represent their design concepts through 3D visualizations, and interactive media installations in a detailed multi-sensory experience. Stereoscopic displays advanced their spatial ability while solving issues to design e.g. urban spaces. The paper presents how a multi-touch tabletop can be used for these design collaboration and communication tasks. By using natural gestures, designers can now communicate and share their ideas by manipulating the same reference simultaneously using their own input simultaneously. Further studies showed that 3Dl forms are perceived and understood more readily through haptic and proprioceptive perception of tangible representations than through visual representation alone (Gillet et al, 2005). Based on the authors’ framework presented at the last CAADFutures, the benefits of integrating 3D visualization and tactile sensory can be illustrated in this platform (Chen and Wang, 2009), For instance, more than one designer can manipulate the 3D geometry objects on tabletop directly and can communicate successfully their ideas freely without having to waiting for the next person response. It made the work more effective which increases the overall efficiency. Designers can also collect the real-time data by any change they make instantly. The possibilities of Uniy3D make designing very flexible and fun, it is deeply engaging and expressive. Furthermore, the unity3D is revolutionizing the game development industry, its breakthrough development platform for creating highly interactive 3D content on the web (http://unity3d.com/ , 2010) or similar to the interface of modern multimedia devices such as the iPhone, therefore it allows the designers to work remotely in a collaborative way to integrate the design process by using the individual mobile devices while interacting design in a common platform. In design activities, people create an external representation of a domain, often of their own ideas and understanding. This platform helps learners to make their ideas concrete and explicit, and once externalized, subsequently they reflect upon their work how well it sits the real situation. The paper demonstrates how this tabletop innovatively replaces the typical desktop metaphor. In summary, the paper addresses two major issues through samples of collaborative design: firstly presenting aspects of learners’ interactions with physical objects, whereby tangible interfaces enables them constructing expressive representations passively (Marshall, 2007), while focussing on other tasks; and secondly showing how this novel design tool allows designers to actively create constructions that might not be possible with conventional media.
keywords Multi-touch tabletop, Tangible User Interface
series CAAD Futures
email
last changed 2012/02/11 19:21

_id sigradi2009_1019
id sigradi2009_1019
authors Christakou, Evangelos Dimitrios; Neander Furtado Silva
year 2009
title Da Perspectiva Artificialis ao Cyberespaço: Motor Gráfico e a Visualisação Interativa da Luz Natural no Interior do Edificio [From perspectiva artificialis to cyberspace: Game-engine and the interactive visualization of the natural light in the interior of the building]
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary In order to support the conceptual design, the architect used throughout the years, mockups - scaled physical models - or perspective drawings that intended to predict architectural ambience before its effective construction. This paper studies the real time interactive visualization, focused on one of most important aspects inside building space: the natural light. Although the majority of physically-based algorithms currently existing was designed for the synthesis of static images which may not take into account how to rebuild the scene - in real time - when the user is doing experiments to change certain properties of design.
keywords omputer simulation; computer visualization; Natural Light; real-time interactivity
series SIGRADI
email
last changed 2016/03/10 09:49

_id sigradi2009_834
id sigradi2009_834
authors Correia, Maria João Felgueiras Teixeira Machado; Cristina Caramelo Gomes
year 2009
title ICT as generators of a new paradigm in architecture – humanism and scale
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary Despite the global and universal characteristics of nowadays’ society, the new information and communication technologies, seem, in paradox, to direct Architecture to growing individualism, shown in the nervous search for each one’s form. This path seems to end up in cities filled up with iconic buildings with no respect neither for the consolidated built environment, nor for the human being. Known as an innovation tools, with huge power and able to make all the visionary and utopian projects become real seem to further Architecture away from its humanist basis. The architect, selfish and egocentric, dives deep into his own craziness, in an era where the new technologies allow everything. If boundaries are not established, a new architectural paradigm is anticipated, where all the individualisms live but that the individual cannot inhabit, and where the innovation seems to enter in conflict with built heritage.
keywords ICT; form; expressionism; individualism; humanism
series SIGRADI
email
last changed 2016/03/10 09:49

_id cf2009_188
id cf2009_188
authors Crotch, Joanna; Mantho, Robert and Horner, Martyn
year 2009
title SPATIALGENESIS: Event based digital space making
source T. Tidafi and T. Dorta (eds) Joining Languages, Cultures and Visions: CAADFutures 2009, PUM, 2009, pp. 188-199
summary Digital technologies and processes have been used to generate architectural form for over two decades, now the recent advances in digital technologies have allowed virtual digital environments to be constructed from physical movement. But can a bridge that connects the physical and virtual realms be developed? Can this currently arbitrary form making be grounded in human activity and subsequently be integrated in to real time, space and place.
keywords Digital morphogenesis, spatial, social interaction
series CAAD Futures
email
last changed 2009/06/08 20:53

_id ijac20097305
id ijac20097305
authors Crotch, Joanna; Mantho, Robert; Horner, Martyn
year 2009
title Space Making Between the Virtual and the Physical
source International Journal of Architectural Computing vol. 7 - no. 3, 403-414
summary Digital technologies and processes have been used to generate architectural form for over two decades; recent advances in digital technologies have allowed virtual digital environments to be constructed from physical movement. But can a bridge that connects the physical and virtual realms be developed? Can this, currently arbitrary form making be grounded in human activity and subsequently be integrated into real time, space and place? This paper describes the preliminary explorations of research which attempts to address these questions.
series journal
last changed 2009/10/20 08:02

_id cf2009_585
id cf2009_585
authors E. Swarts, Matthew; A. Sheward, Hugo
year 2009
title Using multi-level virtual environments as a medium for conducting design review through a shared IFC dataset
source T. Tidafi and T. Dorta (eds) Joining Languages, Cultures and Visions: CAADFutures 2009, PUM, 2009, pp. 585- 597
summary For a long time the Architecture-Engineering-Construction (AEC) community has had difficulty in communicating the content of their work, not only the various specialties involved, but also to their clients. Studies (Doorst and Cross 2001; Bakhtin 1994) suggest the importance of multi-role collaborative environments in supporting design processes. We are developing a Multi Level Design Review Tool for the AEC industry which allows multiple actors to congregate and interact as agents around a central Building Model. It merges real-time virtual 3D visualization technologies with Industry Foundation Classes (IFC) to support both high levels of semantic content and seamless interoperability.
keywords Design review, virtual environment, interoperability
series CAAD Futures
email
last changed 2009/06/08 20:53

_id sigradi2009_835
id sigradi2009_835
authors El-Zanfaly, Dina
year 2009
title Design by Algorithms: A Generative design system for Modular Housing Arrangement
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary This paper explores the applicability of algorithmic design in a real-world architectural context; through the creation of a generative system for modular housing arrangements (MHAS). It is a user interface in Autodesk Maya based on stochastic search to produce various alternatives for the modular housing arrangements. Through the UI, the designer can enter parameters and rules, and then the MHAS will produce 3D alternatives according to the specified frame conditions and renders a selected view. This generative system is expected to facilitate the design process, generate unexpected solutions for well specified rules, and save time consumption in the early design process.
keywords Generative design; Algorithmic design; stochastic search; Modular housing
series SIGRADI
email
last changed 2016/03/10 09:51

_id acadia09_255
id acadia09_255
authors Frumar, Jerome; Zhou, Yi Yi
year 2009
title Kinetic Tensegrity Grids with 3D Compressed Components
source ACADIA 09: reForm( ) - Building a Better Tomorrow [Proceedings of the 29th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-9842705-0-7] Chicago (Illinois) 22-25 October, 2009), pp. 255-258
doi https://doi.org/10.52842/conf.acadia.2009.255
summary This paper details a series of preliminary explorations into the concept of kinetic tensegrity grids that can respond to stimuli by changing their shape, porosity, and transparency. The research presented explores double-layer tensegrity grids that utilize 3D “compressed” components. A case study demonstrates their applicability to the formation of sophisticated building envelopes that can actively or passively respond to changes in the environment. A computational form-finding tool is introduced to study design variations in real time. This tool is shown to expand the design spectrum by supporting increased complexity and revealing unexpected design potential. This research is significant as it outlines a practical methodology for conceiving responsive building systems. In particular, it illustrates an approach that synthesizes design concerns with engineering and fabrication goals.
series ACADIA
type Short paper
email
last changed 2022/06/07 07:50

_id ecaade2009_193
id ecaade2009_193
authors Frumar, Jerome; Zhou, Yiyi
year 2009
title Beyond Representation: Real Time Form Finding of Tensegrity Structures with 3d ‘Compressed’ Components
source Computation: The New Realm of Architectural Design [27th eCAADe Conference Proceedings / ISBN 978-0-9541183-8-9] Istanbul (Turkey) 16-19 September 2009, pp. 21-30
doi https://doi.org/10.52842/conf.ecaade.2009.021
wos WOS:000334282200001
summary Tensegrity structures are of interest to architecture and engineering as a practical means to explore lightweight and rapidly deployable modular structures that have a high degree of geometric freedom and formal potency. The notion of tensegrity structures with 3D ‘compressed’ components is introduced and their feasibility is demonstrated through selected physical models. Attempts to further explore the architectural potential of tensegrity structures within a computational environment have proven difficult, as they are statically indeterminate and require form finding procedures to “find a geometry compatible with a self-stress state” (Motro 2002). An overview of tensegrity ‘capable’ software that can be used for architectural design is followed by a discussion that introduces an additional computational method based on particle-spring systems. This approach enables real time manipulation of tensegrity networks. Two projects that utilize this unique tool are described.
keywords Form finding, particle-spring, tensegrity, 3D compressed component
series eCAADe
email
last changed 2022/06/07 07:50

_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 caadria2009_159
id caadria2009_159
authors Kim, Seung Wook; Hsin-Hsien Chiu
year 2009
title Interactive Chair
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 423-432
doi https://doi.org/10.52842/conf.caadria.2009.423
summary InteractiveChair is proposed as a natural and affordable medium that enables direct control of locomotion in 3D virtual space by using dynamic sitting postures. InteractiveChair detects subtle movements of a chair occupant in real time by measuring relative position and orientation between the user’s body and the chair. While standard user interfaces require users to consciously relate the device manipulation by hand to the action in the virtual space, InteractiveChair directly leverages the correlation between our body and spatial conception to control the avatar’s locomotion. This study determines typical user behaviours on the chair and measures them through sensors that are exquisitely integrated with a typical swivel chair. The study then presents results from a user study to measure the qualitative factors of user experience in controlling virtual locomotion with InteractiveChair.
keywords interactive chair, HCI, 3D interface, virtual environment
series CAADRIA
email
last changed 2022/06/07 07:49

_id ascaad2009_yoshihiro_kobayashi
id ascaad2009_yoshihiro_kobayashi
authors Kobayashi, Y.; C. J. Grasso; M. Mcdearmon and R. Baker
year 2009
title Virtual Driving: VR city modeling and drive simulation in real time
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. 335-347
summary This paper introduces a VR city model developed for driving simulation. The project is a part of interdisciplinary multi-year academic research grant. First, the outline of the research is explained. The process of VR city modeling is then introduced. The modeling process of creating road and intersection networks and traffic flow is explained. The system integration with a PC, modeling and VR software, and a Drive Simulator is illustrated. A case study of driving through the city with different traffic amounts using the simulator is analyzed. Computational tools to extract driving behavior data and future endeavors are discussed.
series ASCAAD
email
last changed 2009/06/30 08:12

_id sigradi2009_934
id sigradi2009_934
authors Kobayashi, Yoshihiro; Michael McDearmon
year 2009
title Rapid SmartCode Modeling - Procedural Modeling for Urban Environments
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary This paper presents an image-driven method to rapidly generate 3D digital urban models for presentation in a real-time Virtual Reality (VR) environment. Several computational tools and methods are developed in order to give the end user the ability to transform a single 2D image into a realistically textured and rendered a 3D urban model. Using this method, city models based on SmartCode, a template for planning and urban design, are generated and presented in a VR visualization tool. The methods to generate VR city models including inputs, process, output, and pipeline are explained. One generated 3D city model is demonstrated in the results section.
keywords 3D city modeling; urban design; virtual reality; SmartCode, MaxScript
series SIGRADI
email
last changed 2016/03/10 09:54

_id caadria2009_165
id caadria2009_165
authors Lopkerd, Prittiporn; Pinto Jinuntuya
year 2009
title Interactive 3D Simulation System in Game Engine Based Collaborative Virtual Environment for Architectural Design Communication
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 533-542
doi https://doi.org/10.52842/conf.caadria.2009.533
summary This paper will present an innovative prototype for architectural design based on the Cryengine2 technology, which can generate virtual environments. The objective is for exploratory study and analysis method of using computer game engine that have several features for architecture design process, relate to real-time collaborative virtual environment could derive from multi-player aspects for designer team, and easily level of representation and basis for perception of owner or general user. In addition, the Cryengine2 have easily using and development for designer who is non programmer, and present realistic virtual worlds featuring user friendly interaction. Finally, this paper attempts to explore and suggests novel tools developed within to implement architectural design communication.
keywords Interactive Communication, Game Engine, CryENGINE, Visualization, Collaborative Virtual Environment
series CAADRIA
email
last changed 2022/06/07 07:59

_id ascaad2009_giuseppe_pellitteri
id ascaad2009_giuseppe_pellitteri
authors Pellitteri, Giuseppe; Raimondo Lattuca, Salvatore Concialdi, Giuseppe Conti and Raffaele De Amicis
year 2009
title Architectural Shapes Generated in 3DGeobrowser through Environmental Constraints
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. 281-295
summary The final configuration of the architectural shape is deeply conditioned by all constraints that the environmental context imposes. These, duly codified, can therefore generative elements that can be managed by the designer. Following a parametric approach, the architectural envelope is directly related to the constraints emerging from the urban context. In this paper we present the development and implementation of an application, which allows to generating three-dimensional models of buildings, directly within a three-dimensional geo-referenced environment. The application offers the user many innovative suggestions, associating the modeling ability, typical of the CAD systems, to the opportunity offered by the geo-referenced systems, to evaluate in real time the impact of the buildings directly on its environment, within which it can be generated and manipulated. The designer is able to explore several alternative solutions, according to formal requirements and style preferences. Three experiments are presented for different urban scenarios.
series ASCAAD
email
last changed 2009/06/30 08:12

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