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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References

Hits 1 to 20 of 731

_id ecaaderis2023_37
id ecaaderis2023_37
authors Amini Behbahani, Peiman
year 2023
title Visualizing Dynamic and Highly Interactive Lighting
source De Luca, F, Lykouras, I and Wurzer, G (eds.), Proceedings of the 9th eCAADe Regional International Symposium, TalTech, 15 - 16 June 2023, pp. 119–128
summary As a defining factor in shaping people’s experience in architectural spaces, lighting is realistically visualized via a plethora of rendering options in CAD and BIM solutions. However, their outputs are usually static or limited to basic changes. Thus, they may not satisfactorily visualize many dynamic and interactive lighting scenarios, such as energy-saving smart windows and lights, engaging street illumination, and entertainment setups. With the increasing automation of human-building interaction (HBI), visualizing such interactions empowers researchers and students who are interested in experimenting with customized lighting setups. Moving in this direction, this paper presents the lighting features of Tames, an open-source Unity toolkit developed by the author that visualizes dynamic and interactive elements in virtual environments without a need for programming. With Tames, the designers can navigate and interact with the design from the perspective of an occupant with the lighting and other elements in real-time manually or automatically. The workflow and capabilities of Tames are demonstrated by its application in the context of concert hall project designed by a student. This author argues that the availability and user-friendliness of this tool will contribute to architectural pedagogy and research. It allows students and researchers to visualize a wider variety of interactive designs and cases easier and, as an enabling tool, it may encourage them to explore and experiment with dynamic and interactive lighting.
keywords : Lighting, Interactive architecture, Unity, Human Building Interaction, 3D Visualization
series eCAADe
email
last changed 2024/02/05 14:28

_id ecaade2023_477
id ecaade2023_477
authors Ferschin, Peter, Suter, Georg, Palma, Marco, Erb, Ingrid, Hahn, David, Kovács, Bálint, Nawratil, Georg and Sharifmoghaddam, Kiumars
year 2023
title Transformable Luminaire Design: From digital sketch to fabrication through computation and simulation
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 1, Graz, 20-22 September 2023, pp. 117–126
doi https://doi.org/10.52842/conf.ecaade.2023.1.117
summary Advanced computational design tools can help architectural and product designers to create novel and innovative designs. In this paper, we describe how advanced tools from research projects may be used together to design, simulate, and fabricate transformable luminaires. These tools support rapid design and simulation iterations to converge towards a realizable, usable and aesthetically design, which negotiates real-world constraints such as production costs, manufacturing time and material properties. We report on our experiences with integrated design and production workflows from teaching a digital design and production class, asking students to design and produce a luminaire based on a given production infrastructure. The design process starts with a conceptual part, where design intentions and basic ideas are explored with a 3D sketching tool. Students then develop parametric models by determining independent and dependent design parameters. As a required feature, the luminaire should have a transformable screen designed by a generator for flexible quad-surfaces. Real-time rendering tools allow for a fast, visual evaluation of these designs. After selecting the most suitable design regarding the design intention, students evaluate production feasibility and iteratively update their design until all production constraints are fulfilled. We describe the didactic and technical concepts and conclude with a discussion of open issues.
keywords digital sketch, light simulation, computational fabrication, parametric design, kinetic structures, architectural education
series eCAADe
email
last changed 2023/12/10 10:49

_id acadia23_v2_420
id acadia23_v2_420
authors Guida, George; Escobar, Daniel; Navarro, Carlos
year 2023
title 3D Neural Synthesis: Gaining Control with Neural Radiance Fields
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 2: Proceedings of the 43rd Annual Conference for the Association for Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-9-8]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 420-428.
summary This research introduces a novel, 3D machine-learning, aided design approach for early design stages. Integrating language within a multimodal framework grants designers greater control and agency in generating 3D forms. The proposed method leverages Stable Diffusion and Runway's Gen1 through the generation of 3D Neural Radiance Fields (NeRFs), surpassing the limitations of 2D image-based outcomes in aiding the design process. This paper presents a flexible machine-learning workflow taught to students in a conference workshop, and outlines the multimodal methods used - between text, image, video, and NeRFs. The resultant NeRF design outcomes are contextualized within a Unity agent-based, virtual environment for architectural simulation, and are expe- rienced with real-time VFX augmentations. This hybridized design process ultimately highlights the importance of feedback loops and control within machine-learning, aided-design processes.
series ACADIA
type paper
email
last changed 2024/04/17 13:59

_id ecaade2023_91
id ecaade2023_91
authors Rezakhani, Mojgan and Kim, Sung-Ah
year 2023
title Utilizing Web Applications for Developing Digital Twin: Case study urban tunnel with kinetic roof
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 2, Graz, 20-22 September 2023, pp. 791–800
doi https://doi.org/10.52842/conf.ecaade.2023.2.791
summary The integration of web technology within digital twin technology enables the ability to design collaboratively and transmit changes in real time between participating online users. Platforms such as Autodesk Platform Services (APS) - formerly Forge - have made it possible to create and share digital twins, which can be used to monitor, analyze data, and automate design. A gap exists in understanding how movement models combine with coding, particularly within kinetic architecture. In order to fill this gap, we have presented an APS application providing web-based visualization capabilities. This extension allows for the collection of real-time data from sensors located at a tunnel site, which is then sent to the cloud for analysis. This data can be used to manage risk circumstances and track the overall well-being of the kinetic roof tunnel. The methodology used in this study includes prototyping and experimentation using a case study that centers on a 3D model. Our model differs from the APS model’s default system in that it emphasizes the presence of kinetic objects, and was prototyped in a use case, which will be later applied to real case studies. To overcome technical limitations in web-based modeling, editable geometry vertices are essential for flexible parametric changes, and automated data transfer is crucial. This research will contribute to the development of web-based systems for digital twins that include kinetic elements, and that is expected to be useful for professionals in the field of architecture, engineering, and construction, as well as researchers and students in the field of kinetic architecture.
keywords Digital twin, Autodesk Platform Services (APS), Web, Kinetic
series eCAADe
email
last changed 2023/12/10 10:49

_id sigradi2023_336
id sigradi2023_336
authors Teixeira, Frederica and Alessio, Pedro
year 2023
title Development and Implementation of an Augmented Reality App for the Three-Dimensional Graphic Geometry Course during Remote Teaching at the Federal University of Pernambuco.
source García Amen, F, Goni Fitipaldo, A L and Armagno Gentile, Á (eds.), Accelerated Landscapes - Proceedings of the XXVII International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2023), Punta del Este, Maldonado, Uruguay, 29 November - 1 December 2023, pp. 913–924
summary This study explores the educational use of Augmented Reality (AR) for teaching Three-Dimensional Graphic Geometry (GGT) within the Engineering curriculum at the Federal University of Pernambuco. GGT course faces high failure rates due to students' spatial skill limitations and struggles with visual comprehension. To address this, the GGT-RA app was developed, enabling real-time visualization of 3D models from the course ebook using AR. A survey evaluated impressions, yielding insights for app improvement, with feedback from students, teaching assistants, and professors during remote 2021 usage. While the application has shown promise, forthcoming improvements should place a priority on ensuring compatibility across devices and enhancing system flexibility. This will improve accessibility and facilitate understanding of 3D Graphic Geometry for students.
keywords Augmented Reality, Education, Graphical Geometry, 3D Graphic Representation, Real-Time Rendering Engines.
series SIGraDi
email
last changed 2024/03/08 14:07

_id ecaade2023_378
id ecaade2023_378
authors Araya, Sergio, Fuentes, Cesar, Strahlendorff, Mikko, Camus, María Jesus and Kröger, Anni
year 2023
title Three-Dimensional Realtime Air Quality Mapping using Astronomical algorithms on Urban Environments
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 2, Graz, 20-22 September 2023, pp. 811–820
doi https://doi.org/10.52842/conf.ecaade.2023.2.811
summary The OMS estimates that over 7 million people die every year of complications attributed to atmospheric pollution. Air quality has degraded progressively and dramatically in urban environments over the last couple of decades, being a current concern in most metropolitan areas, and the focus of public policy as well as public/private scientific innovation for better diagnostics and better solutions. At SIC we are developing a method for 3D mapping the sources, affected locations, density, motion, translation, and potential composition of polluted air masses in close to real-time. We do this by leveraging a multidisciplinary approach that encompasses urban and architectural simulation with data science and astronomical techniques, producing a data visualization that enables novel research in air quality, urban policy, private investment, sustainability efforts, and smart transportation. Our approach, Sit-C, combines satellite remote sensing of air masses and atmospheric conditions, with data obtained from traffic and urban surveillance cameras deployed throughout the city of Santiago, in Chile. These cameras, oftentimes open to public access, are usually placed linearly along main avenues, or scattered around urban milestones, providing walk-though perspectives and locally situated POVs to observe the city, analog to series of cross-sections through urban areas. Satellite sensing provides a large-scale plan view, allowing for precise location of specific conditions across a region. This collaboration between architects, designers, engineers, and meteorologists, from Chile and Finland, combines digital design, data science, and remote sensing techniques to study air quality. We study suspended particulate matter (SPM) and other molecules, and its spatial behavior over time, through light-occlusion analysis, producing a three-dimensional map of the air over a city.
keywords Air Quality, Pollution, 3D mapping, Data Science, Astronomy, Sustainable Cities, Smart Cities, Machine Learning
series eCAADe
email
last changed 2023/12/10 10:49

_id ecaade2023_382
id ecaade2023_382
authors Blahut, Sarah and Harnoncourt-Fuchs, Marie-Therese
year 2023
title Mixed Reality Interactive Representations for the Assembly of a Custom Timber Tower
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 2, Graz, 20-22 September 2023, pp. 751–760
doi https://doi.org/10.52842/conf.ecaade.2023.2.751
summary In recent years, many projects have emerged testing the use of augmented reality (AR) and mixed reality (MR) systems in the custom design and fabrication of architectural projects at a variety of scales using digital and analog tools. This paper presents a series of MR systems for key modes of interactive representations in the assembly process of a custom timber tower, intending to expand an area of research on the use of MR as a critical medium for architectural representation in design customization. The series of MR systems were developed to assist and expedite the physical assembly of customized timber parts and connections for the large-scale tower with a small team of students and carpenters. The MR systems are built as interactive representations of the 3D digital design model, allowing the user to see connections in real-time on physical materials in order to perform collaborative preparation and assembly tasks with analog tools. Each MR system relied on a single user, wearing a HoloLens 2, to use hand gestures to place and interact with 3D Rhino model representations of the tower and individual parts overlaid in the physical context at 1:1 scale. The MR systems deployed as interactive 3D representations were evaluated at three key stages in the material preparation and assembly processes. The project tested the use of MR systems created for a series of tasks that enabled the fast assembly of the tower, which is almost 10 meters high. The outlook explores the perspective of how MR systems augment modes of architectural representation through human interaction, collaboration, and accessibility (also for non-expert users), using digital and analog tools, and how these systems provide greater agency for customization and variety in design and building.
keywords Mixed Reality, Interactive Representation, Customization, HoloLens2, Head-Mounted Display, Digital and Analog, Augmented Reality
series eCAADe
email
last changed 2023/12/10 10:49

_id ascaad2023_035
id ascaad2023_035
authors Cheng, Chi-Li ; Nagakura, Takehiko; Tsai, Daniel
year 2023
title A Synergy of AI Observation and Design Tool: Leveraging Multifaceted AI Techniques for Encoding Human Behaviors and Stories in Space
source C+++: Computation, Culture, and Context – Proceedings of the 11th International Conference of the Arab Society for Computation in Architecture, Art and Design (ASCAAD), University of Petra, Amman, Jordan [Hybrid Conference] 7-9 November 2023, pp. 502-516.
summary This paper presents an innovative AI-powered tool aimed at revolutionizing observational methods in architectural design. Its primary objective is to bridge the existing gap between designers and AI predictions, streamlining and enhancing the design process. The tool facilitates the creation of dynamic visualizations that predict human behaviours within 3D design models, adapting seamlessly to design alterations. This prototype showcases the potential for efficient AI-assisted design. The core of our system consists of an AI model that trains on data related to human behavior within environmental contexts. Our user-friendly interface empowers designers to interact dynamically with their 3D modelling tool, akin to playing an interactive chess game. Designers can populate their models with human characters, and the system, in turn, predicts the likely activities of these characters. Observational techniques are pivotal in architectural design, drawing inspiration from influential works such as those by Alexander and Whyte. They provide a comprehensive understanding of how spaces can foster human interaction and help architects, designers, and urban planners make informed decisions that enhance user-friendliness. Nevertheless, two key challenges hinder the effective utilization of this data. Firstly, there is a lack of an intuitive interface that seamlessly integrates with existing tools. Designers often struggle to translate the information into design parameters and interpret the data effectively. Secondly, architects must adapt to evolving living environments and cultural shifts, necessitating real-time observations. However, time constraints and biases impede this process. A solution allowing designers to easily update their data is imperative. Our system comprises three integral components: a pre-trained model adaptable to specific locations, depth prediction and segmentation models for spatial comprehension, and a recognition model for user-designed structures. These features, combined with a user-friendly interface, empower designers to interact intuitively with their models, facilitating more informed and responsive design decisions.
series ASCAAD
email
last changed 2024/02/13 14:34

_id ecaade2023_350
id ecaade2023_350
authors Coraglia, Ugo Maria, Wurzer, Gabriel and Bragadin, Marco Alvise
year 2023
title A Methodological Approach to represent Climate Change Impacts on Buildings
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 2, Graz, 20-22 September 2023, pp. 227–236
doi https://doi.org/10.52842/conf.ecaade.2023.2.227
summary The main aim of the research is to propose a methodological approach to permit an assessment of the climate change impacts on buildings and their lifecycle, also by making the process computable. Climate change is a problem that designers and professionals in the AEC sector have begun to tackle more consistently and intensively in recent years. From the perspective of building sustainability in its entire life cycle, in fact, the problem of changing conditions in which the building 'lives' cannot be ignored, since many times they can be completely different from those in which it was designed and built. Recent research has shown how the use of BIM models, more systematic and relevant in the last few years, can be one of the best strategies for the management of new constructions and renovations in the different phases that characterise a building, from its design to its realisation and up to its renovation or change of use. That is not only due to the accurate 3D model, but especially thanks to the considerable availability of data and information related to the Building Object in question. The management of the simulation through a game engine, on the other hand, allows the user to live a direct experience in real-time. In this research, therefore, through the use of BIM models (Autodesk Revit) as a database (DB) of building-related data and combined and enriched with those obtained from other DBs from case studies and literature, it is possible to obtain a useful database which allows, through algorithms implemented within a game engine (Unity 3D), to visualise existing problems according to the date of construction and/or renovation.
keywords Climate change, BIM, Impacts, Building, Game Engine
series eCAADe
email
last changed 2023/12/10 10:49

_id ecaade2023_000
id ecaade2023_000
authors Dokonal, Wolfgang, Hirschberg, Urs and Wurzer, Gabriel
year 2023
title eCAADe 2023 Digital Design Reconsidered - Volume 1
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 1, Graz, 20-22 September 2023, 905 p.
doi https://doi.org/10.52842/conf.ecaade.2023.1.001
summary The conference logo is a bird’s eye view of spiral stairs that join and separate – an homage to the famous double spiral staircase in Graz, a tourist attraction of this city and a must-see for any architecturally minded visitor. Carved out of limestone, the medieval construction of the original is a daring feat of masonry as well as a symbolic gesture. The design speaks of separation and reconciliation: The paths of two people that climb the double spiral stairs separate and then meet again at each platform. The relationship between architectural design and the growing digital repertoire of tools and possibilities seems to undergo similar cycles of attraction and rejection: enthusiasm about digital innovations – whether in Virtual Reality, Augmented Reality, Energy Design, Robotic Fabrication, the many Dimensions of BIM or, as right now, in AI and Machine Learning – is typically followed by a certain disillusionment and a realization that the promises were somewhat overblown. But a turn away from these digital innovations can only be temporary. In our call for papers we refer to the first and second ‘digital turns’, a term Mario Carpo coined. Yes, it’s a bit of a pun, but you could indeed see these digital turns in our logo as well. Carpo would probably agree that design and the digital have become inseparably intertwined. While they may be circling in different directions, an innovative rejoinder is always just around the corner. The theme of the conference asked participants to re-consider the relationship between Design and the Digital. The notion of a cycle is already present in the syllable “re”. Indeed, 20 years earlier, in 2003, we held an ECAADE conference in Graz simply under the title “Digital Design” and our re-using – or is it re-cycling? – the theme can be seen as the completion of one of those cycles described above: One level up, we meet again, we’ve come full circle. The question of the relationship between Design and the Digital is still in flux, still worthy of renewed consideration. There is a historical notion implicit in the theme. To reconsider something, one needs to take a step back, to look into the past as well as into the future. Indeed, at this conference we wanted to take a longer view, something not done often enough in the fast-paced world of digital technology. Carefully considering one’s past can be a source of inspiration. In fact, the double spiral stair that inspired our conference logo also inspired many architects through the ages. Konrad Wachsmann, for example, is said to have come up with his famous Grapevine assembly system based on this double spiral stair and its intricate joinery. More recently, Rem Koolhaas deemed the double spiral staircase in Graz important enough to include a detailed model of it in his “elements of architecture” exhibition at the Venice Biennale in 2014. Our interpretation of the stair is a typically digital one, you might say. First of all: it’s a rendering of a virtual model; it only exists inside a computer. Secondly, this virtual model isn’t true to the original. Instead, it does what the digital has made so easy to do: it exaggerates. Where the original has just two spiral stairs that separate and join, our model consists of countless stairs that are joined in this way. We see only a part of the model, but the stairs appear to continue in all directions. The implication is of an endless field of spiral stairs. As the 3D model was generated with a parametric script, it would be very easy to change all parameters of it – including the number of stairs that make it up. Everyone at this conference is familiar with the concept of parametric design: it makes generating models of seemingly endless amounts of connected spiral stairs really easy. Although, of course, if we’re too literal about the term ‘endless’, generating our stair model will eventually crash even the most advanced computers. We know that, too. – That's another truth about the Digital: it makes a promise of infinity, which, in the end, it can’t keep. And even if it could: what’s the point of just adding more of the same: more variations, more options, more possible ways to get lost? Doesn’t the original double spiral staircase contain all those derivatives already? Don’t we know that ‘more’ isn’t necessarily better? In the original double spiral stair the happy end is guaranteed: the lovers’ paths meet at the top as well as when they exit the building. Therefore, the stair is also colloquially known as the Busserlstiege (the kissing stair) or the Versöhnungsstiege (reconciliation stair). In our digitally enhanced version, this outcome is no longer clear: we can choose between multiple directions at each level and we risk losing sight of the one we were with. This is also emblematic of our field of research. eCAADe was founded to promote “good practice and sharing information in relation to the use of computers in research and education in architecture and related professions” (see ecaade.org). That may have seemed a straightforward proposition forty years ago, when the association was founded. A look at the breadth and depth of research topics presented and discussed at this conference (and as a consequence in this book, for which you’re reading the editorial) shows how the field has developed over these forty years. There are sessions on Digital Design Education, on Digital Fabrication, on Virtual Reality, on Virtual Heritage, on Generative Design and Machine Learning, on Digital Cities, on Simulation and Digital Twins, on BIM, on Sustainability, on Circular Design, on Design Theory and on Digital Design Experimentations. We hope you will find what you’re looking for in this book and at the conference – and maybe even more than that: surprising turns and happy encounters between Design and the Digital.
series eCAADe
email
last changed 2023/12/10 10:49

_id ecaade2023_001
id ecaade2023_001
authors Dokonal, Wolfgang, Hirschberg, Urs and Wurzer, Gabriel
year 2023
title eCAADe 2023 Digital Design Reconsidered - Volume 2
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 2, Graz, 20-22 September 2023, 899 p.
doi https://doi.org/10.52842/conf.ecaade.2023.2.001
summary The conference logo is a bird’s eye view of spiral stairs that join and separate – an homage to the famous double spiral staircase in Graz, a tourist attraction of this city and a must-see for any architecturally minded visitor. Carved out of limestone, the medieval construction of the original is a daring feat of masonry as well as a symbolic gesture. The design speaks of separation and reconciliation: The paths of two people that climb the double spiral stairs separate and then meet again at each platform. The relationship between architectural design and the growing digital repertoire of tools and possibilities seems to undergo similar cycles of attraction and rejection: enthusiasm about digital innovations – whether in Virtual Reality, Augmented Reality, Energy Design, Robotic Fabrication, the many Dimensions of BIM or, as right now, in AI and Machine Learning – is typically followed by a certain disillusionment and a realization that the promises were somewhat overblown. But a turn away from these digital innovations can only be temporary. In our call for papers we refer to the first and second ‘digital turns’, a term Mario Carpo coined. Yes, it’s a bit of a pun, but you could indeed see these digital turns in our logo as well. Carpo would probably agree that design and the digital have become inseparably intertwined. While they may be circling in different directions, an innovative rejoinder is always just around the corner. The theme of the conference asked participants to re-consider the relationship between Design and the Digital. The notion of a cycle is already present in the syllable “re”. Indeed, 20 years earlier, in 2003, we held an ECAADE conference in Graz simply under the title “Digital Design” and our re-using – or is it re-cycling? – the theme can be seen as the completion of one of those cycles described above: One level up, we meet again, we’ve come full circle. The question of the relationship between Design and the Digital is still in flux, still worthy of renewed consideration. There is a historical notion implicit in the theme. To reconsider something, one needs to take a step back, to look into the past as well as into the future. Indeed, at this conference we wanted to take a longer view, something not done often enough in the fast-paced world of digital technology. Carefully considering one’s past can be a source of inspiration. In fact, the double spiral stair that inspired our conference logo also inspired many architects through the ages. Konrad Wachsmann, for example, is said to have come up with his famous Grapevine assembly system based on this double spiral stair and its intricate joinery. More recently, Rem Koolhaas deemed the double spiral staircase in Graz important enough to include a detailed model of it in his “elements of architecture” exhibition at the Venice Biennale in 2014. Our interpretation of the stair is a typically digital one, you might say. First of all: it’s a rendering of a virtual model; it only exists inside a computer. Secondly, this virtual model isn’t true to the original. Instead, it does what the digital has made so easy to do: it exaggerates. Where the original has just two spiral stairs that separate and join, our model consists of countless stairs that are joined in this way. We see only a part of the model, but the stairs appear to continue in all directions. The implication is of an endless field of spiral stairs. As the 3D model was generated with a parametric script, it would be very easy to change all parameters of it – including the number of stairs that make it up. Everyone at this conference is familiar with the concept of parametric design: it makes generating models of seemingly endless amounts of connected spiral stairs really easy. Although, of course, if we’re too literal about the term ‘endless’, generating our stair model will eventually crash even the most advanced computers. We know that, too. – That's another truth about the Digital: it makes a promise of infinity, which, in the end, it can’t keep. And even if it could: what’s the point of just adding more of the same: more variations, more options, more possible ways to get lost? Doesn’t the original double spiral staircase contain all those derivatives already? Don’t we know that ‘more’ isn’t necessarily better? In the original double spiral stair the happy end is guaranteed: the lovers’ paths meet at the top as well as when they exit the building. Therefore, the stair is also colloquially known as the Busserlstiege (the kissing stair) or the Versöhnungsstiege (reconciliation stair). In our digitally enhanced version, this outcome is no longer clear: we can choose between multiple directions at each level and we risk losing sight of the one we were with. This is also emblematic of our field of research. eCAADe was founded to promote “good practice and sharing information in relation to the use of computers in research and education in architecture and related professions” (see ecaade.org). That may have seemed a straightforward proposition forty years ago, when the association was founded. A look at the breadth and depth of research topics presented and discussed at this conference (and as a consequence in this book, for which you’re reading the editorial) shows how the field has developed over these forty years. There are sessions on Digital Design Education, on Digital Fabrication, on Virtual Reality, on Virtual Heritage, on Generative Design and Machine Learning, on Digital Cities, on Simulation and Digital Twins, on BIM, on Sustainability, on Circular Design, on Design Theory and on Digital Design Experimentations. We hope you will find what you’re looking for in this book and at the conference – and maybe even more than that: surprising turns and happy encounters between Design and the Digital.
series eCAADe
type normal paper
email
last changed 2024/08/29 08:36

_id cdrf2023_526
id cdrf2023_526
authors Eric Peterson, Bhavleen Kaur
year 2023
title Printing Compound-Curved Sandwich Structures with Robotic Multi-Bias Additive Manufacturing
source Proceedings of the 2023 DigitalFUTURES The 5st International Conference on Computational Design and Robotic Fabrication (CDRF 2023)
doi https://doi.org/https://doi.org/10.1007/978-981-99-8405-3_44
summary A research team at Florida International University Robotics and Digital Fabrication Lab has developed a novel method for 3d-printing curved open grid core sandwich structures using a thermoplastic extruder mounted on a robotic arm. This print-on-print additive manufacturing (AM) method relies on the 3d modeling software Rhinoceros and its parametric software plugin Grasshopper with Kuka-Parametric Robotic Control (Kuka-PRC) to convert NURBS surfaces into multi-bias additive manufacturing (MBAM) toolpaths. While several high-profile projects including the University of Stuttgart ICD/ITKE Research Pavilions 2014–15 and 2016–17, ETH-Digital Building Technologies project Levis Ergon Chair 2018, and 3D printed chair using Robotic Hybrid Manufacturing at Institute of Advanced Architecture of Catalonia (IAAC) 2019, have previously demonstrated the feasibility of 3d printing with either MBAM or sandwich structures, this method for printing Compound-Curved Sandwich Structures with Robotic MBAM combines these methods offering the possibility to significantly reduce the weight of spanning or cantilevered surfaces by incorporating the structural logic of open grid-core sandwiches with MBAM toolpath printing. Often built with fiber reinforced plastics (FRP), sandwich structures are a common solution for thin wall construction of compound curved surfaces that require a high strength-to-weight ratio with applications including aerospace, wind energy, marine, automotive, transportation infrastructure, architecture, furniture, and sports equipment manufacturing. Typical practices for producing sandwich structures are labor intensive, involving a multi-stage process including (1) the design and fabrication of a mould, (2) the application of a surface substrate such as FRP, (3) the manual application of a light-weight grid-core material, and (4) application of a second surface substrate to complete the sandwich. There are several shortcomings to this moulded manufacturing method that affect both the formal outcome and the manufacturing process: moulds are often costly and labor intensive to build, formal geometric freedom is limited by the minimum draft angles required for successful removal from the mould, and customization and refinement of product lines can be limited by the need for moulds. While the most common material for this construction method is FRP, our proof-of-concept experiments relied on low-cost thermoplastic using a specially configured pellet extruder. While the method proved feasible for small representative examples there remain significant challenges to the successful deployment of this manufacturing method at larger scales that can only be addressed with additional research. The digital workflow includes the following steps: (1) Create a 3D digital model of the base surface in Rhino, (2) Generate toolpaths for laminar printing in Grasshopper by converting surfaces into lists of oriented points, (3) Generate the structural grid-core using the same process, (4) Orient the robot to align in the direction of the substructure geometric planes, (5) Print the grid core using MBAM toolpaths, (6) Repeat step 1 and 2 for printing the outer surface with appropriate adjustments to the extruder orientation. During the design and printing process, we encountered several challenges including selecting geometry suitable for testing, extruder orientation, calibration of the hot end and extrusion/movement speeds, and deviation between the computer model and the physical object on the build platen. Physical models varied from their digital counterparts by several millimeters due to material deformation in the extrusion and cooling process. Real-time deviation verification studies will likely improve the workflow in future studies.
series cdrf
email
last changed 2024/05/29 14:04

_id ascaad2023_091
id ascaad2023_091
authors Haddad, Naif
year 2023
title From Digital Heritage Documentation to 3D Virtual Reconstruction and Recreation for Heritage Promotion and Reinterpretation: The Case of the iHeritage Project
source C+++: Computation, Culture, and Context – Proceedings of the 11th International Conference of the Arab Society for Computation in Architecture, Art and Design (ASCAAD), University of Petra, Amman, Jordan [Hybrid Conference] 7-9 November 2023, pp. 7-23.
summary In the last two decades, the digital age Information and Communication Technologies (ICT) development and concerns combined with rapid technology have permitted the dissemination of different digital applications (including digital documentation, virtual reality (VR), augmented reality (AR), mixed reality (MR), digital gaming, and holograms etc.) oriented toward past, present and future communication using digital three-dimensional audio-visual content. Today, we must acknowledge that 3D virtual 3D reconstruction and recreation has become an established way to build, understand, reinterpret, and promote Cultural Heritage (CH). The virtual 3D reconstruction world and multimedia industry are often considered potential marketing channels for World Heritage Sites (WHS) and heritage tourism. 3D digital/virtual reconstruction merges and embodies subjectivity in one process, playing an attractive role in heritage tourism destinations and creating image experiences, providing the first enjoyable interpretation and information for most audiences. Based on the EU-funded iHERITAGE project ICT Mediterranean platform for the UNESCO CH, this paper attempts to examine some insights into constructing the optimistic image of heritage promotion and tourism in the context of CH as it flows through both physical and virtual spaces to give a glimpse of the future of virtual reconstruction. It illustrates the development of the concepts and practice, challenges and opportunities, advantages and disadvantages, and the negative and the positive sides of the related issues of only 3D digital reconstructions, and some issues concerning the ethics based on the International Chartres and Conventions mainly in the field of scientific visualisation, such as the London Charter (2009) and Seville Principles (2011). Finally, as a practical dimension, it presents some representative examples of 3D digital/virtual reconstruction of characteristic monuments of the WHS of Nabataean Petra in Jordan for the first time.
series ASCAAD
email
last changed 2024/02/13 14:40

_id caadria2023_178
id caadria2023_178
authors Mathur, Praneet
year 2023
title Creative Impact of an Event-Driven Visual Scripting Tool
source Immanuel Koh, Dagmar Reinhardt, Mohammed Makki, Mona Khakhar, Nic Bao (eds.), HUMAN-CENTRIC - Proceedings of the 28th CAADRIA Conference, Ahmedabad, 18-24 March 2023, pp. 331–340
doi https://doi.org/10.52842/conf.caadria.2023.2.331
summary Computational design is gaining global prominence. With the increase in demand for technologically capable designers, we find more designers understanding computers better, learning programming languages and adapting technologies to fit their needs. This has led to multidisciplinary communities forming around visual scripting tools (VSTs) like Grasshopper3D, Dynamo, etc. These communities consist of many users from creative fields who find it easier to learn a visual scripting language than a programming language. However, function-driven programming and various quirks of these tools delimit their application to a closed spectrum of use-cases. This further limits the users’ capabilities and forces many to hack their way around basic programming language paradigms like loops, event handling, etc. VSTs seem to promote a creative affinity to programming, while also making it more approachable and accessible. To understand the creative impact of a more powerful VST, this paper outlines the development and use of an agnostic event-driven VST - one based on MVVM software architecture and linked list data structures, written entirely in C# (WPF) with minimal dependencies. With features like plugin extensibility and interoperability with 3D software (e.g., Rhinoceros), this new tool is built to aid creative programming driven by events and data. This implies enhanced capabilities for the user and enables interactive computation of data in real-time. User experience inferences are derived from diverse user studies, with a focus on students and professionals in the design and AEC industries. Various parameters and test scenarios are used to objectively assess the impact of enabling event-driven programming for creative use.
keywords Event-Driven Programming, Visual Programming, Computational Design Tools
series CAADRIA
email
last changed 2023/06/15 23:14

_id caadria2023_43
id caadria2023_43
authors Onishi, Ryo, Fukuda, Tomohiro and Yabuki, Nobuyoshi
year 2023
title Remote Sharing System for 3D Real Objects with Point Cloud Reconstruction Using Deep Learning Point Cloud Completion
source Immanuel Koh, Dagmar Reinhardt, Mohammed Makki, Mona Khakhar, Nic Bao (eds.), HUMAN-CENTRIC - Proceedings of the 28th CAADRIA Conference, Ahmedabad, 18-24 March 2023, pp. 381–390
doi https://doi.org/10.52842/conf.caadria.2023.2.381
summary Currently, teleconferencing via the internet is widely used in society. However, physical models such as design study models, which are often used in face-to-face meetings in the fields of architecture and urban design, cannot be shared in teleconferences where information is shared on a display. Telepresence is a technology for sharing 3D real objects at a distance that gives the sensation of sharing and experiencing the environment and objects at a remote location. As one such technology, a system has been developed in which the point cloud of a real object acquired by a camera is divided into objects by instance segmentation, and the divided point cloud is transmitted to the remote user, who can manipulate it on mixed reality. There is a problem of missing point clouds in areas not seen by the RGB-D camera, such as occlusion and the back of the camera. This research aims to develop a system that can remotely manipulate point clouds with more accurate geometry by using a point cloud completion technique based on deep learning to complement missing point clouds. This system is expected to contribute to smoother teleconferencing of remote participants.
keywords Remote meeting, Real-time sharing, Three-dimensional remote sharing, Mixed Reality, Point cloud completion
series CAADRIA
email
last changed 2023/06/15 23:14

_id ecaade2023_256
id ecaade2023_256
authors Panya, David Stephen, Kim, Taehoon, Hyeongmo, Gu and Choo, Seungyeon
year 2023
title Development of a Real-time BIM-VR Multi-Collaborative Design Environment
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 2, Graz, 20-22 September 2023, pp. 733–739
doi https://doi.org/10.52842/conf.ecaade.2023.2.733
summary Construction 4.0 technologies are transforming AEC designs and processes. Metaverses are developing rapidly and are being adopted in various industries as the future of the internet. The metaverse is an augmented world that allows individuals to penetrate and engage. Nevertheless, many people and businesses are still unaware of the potential uses of this technology. Virtual Reality, which is part of the fundamentals of the metaverse convergence with BIM technology, has improved in research and application in the AEC industry. The AEC industry has recently adopted both Building Information Modeling (BIM) and Virtual Reality (VR) as combined tools aiming at increasing collaboration ability among project team members as well as detecting clashes and correcting flaws before construction begins. This presents a multi-collaborative design as a potential requirement for BIM processes in the metaverse. The authors presented a platform that connects multiple VR environments through an online network to create a real-time-shared VR space that supports BIM models in real-time for collaborative design. The BIM-VR environment uses a game engine to create a session where individuals can upload their 3D BIM models in real-time which can be viewed by all users. This study presents that a collaborative environment that supports users and BIM models is the initial step to a BIM-based metaverse in the AEC industry.
keywords BIM, Virtual Reality, Metaverse, Collaborative Design
series eCAADe
email
last changed 2023/12/10 10:49

_id acadia23_v2_606
id acadia23_v2_606
authors Pinochet, Diego
year 2023
title Deciphering Design Sketches As 3D Models: A Sequence -2- Sequence Approach to Generative Modeling Using Sketches
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 2: Proceedings of the 43rd Annual Conference for the Association for Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-9-8]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 606-615.
summary In this paper, I present a human-machine, collaborative, 3D modeling system that combines human gestures with generative 3D modeling. The project seeks to explore the unfolding of design ideas while reframing the concept of design workflows, knowledge encapsulation, disembodiment, and representation in 3D CAD processes. Using machine learning and interactive computation, this project links user sketches to generative 3D modeling using a sequence-to-sequence model. By encapsulating expert knowledge related to 3D modeling, this project seeks to eliminate intermediate representations, such as, sections, elevations, and floorplans, in the design process to engender immediate, real-time, 3D model generation from hand sketches (Figure 1). Whereas, most of the projects using generative machine learning to produce 3D models focus on the one-to-one fidelity between sketches and 3D models, this research focuses on the generative power of gesture sequences to generate novel 3D models. This experiment aims to answer, among others, the following questions: Can the use of machine learning reframe the generation of 3D models in a more embodied way? Is it possible to capture design inten- tions from sketches to generate 3D shapes using machine learning? Can we design and explore ideas inside a computer without representing them, but focusing on the unique sequences that originate novel designs?
series ACADIA
type paper
email
last changed 2024/04/17 13:59

_id ecaade2023_281
id ecaade2023_281
authors Prokop, Šimon, Kubalík, Jiøí and Kurilla, Lukáš
year 2023
title Neural Networks for Estimating Wind Pressure on Complex Double-Curved Facades
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 2, Graz, 20-22 September 2023, pp. 639–647
doi https://doi.org/10.52842/conf.ecaade.2023.2.639
summary Due to their complex geometry, it is challenging to assess wind effects on the freeform, double-curved building facades. The traditional building code EN 1991-1-4 (730035) only accounts for basic shapes such as cubes, spheres, and cylinders. Moreover, even though wind tunnel measurements are considered to be more precise than other methods, they are still limited by the number of measurement points that can be taken. This limitation, combined with the time and resources required for the analysis, can limit the ability to fully capture detailed wind effects on the whole complex freeform shape of the building. In this study, we propose the use of neural network models trained to predict wind pressure on complex double-curved facades. The neural network is a powerful data-driven machine learning technique that can, in theory, learn an approximation of any function from data, making it well-suited for this application. Our approach was empirically evaluated using a set of 31 points measured in the wind tunnel on a 3D printed model in 1:300 scale of the real architectural design of a concert hall in Ostrava. The results of this evaluation demonstrate the effectiveness of our neural network method in estimating wind pressures on complex freeform facades.
keywords wind pressure, double-curved façade, neural network
series eCAADe
email
last changed 2023/12/10 10:49

_id caadria2023_264
id caadria2023_264
authors Rico Carranza, Eduardo, Huang, Sheng-Yang, Besems Julian and Gao, Wanqi
year 2023
title (In)visible Cities: What Generative Algorithms Tell Us About Our Collective Memory Schema
source Immanuel Koh, Dagmar Reinhardt, Mohammed Makki, Mona Khakhar, Nic Bao (eds.), HUMAN-CENTRIC - Proceedings of the 28th CAADRIA Conference, Ahmedabad, 18-24 March 2023, pp. 463–472
doi https://doi.org/10.52842/conf.caadria.2023.1.463
summary The last decade has witnessed a turn in AI technologies working with differentiable neural network architectures learning the embedded functions between data points and performing generative operations synthesising unseen data. The move to a continuous and generative AI paradigm aligns with ideas in the field of cognition and psychology, where a growing body of authors are beginning to conceptualise memory and our representation of the past as a dynamic, malleable and ultimately generative field. So, how effective are generative algorithms in supporting and enabling this creative process of remembrance? To answer this research question, we propose an experiment on how the spatial movement and exploration of maps of real and imagined images can help our brain reconstruct its memories in a dynamic yet accurate manner. We develop an application allowing visitors to dynamically explore real and AI-generated images of a given site clustered by similarity in a virtual 3D space. Analysing visitor paths and observed images helps us understand visitors’ perspectives on real and AI-generated data such as an increased preference for synthetic images by visitors familiarised with the site. We conclude with recommendations on how to approach visitor experience in generative AI-powered applications for engagement with historical and archival data.
keywords Collective Memory, Embedded Differentiable Functions, Latent Space, Spatial Cognition, StyleGAN2, Schema, Visitor Paths
series CAADRIA
type normal paper
email
last changed 2024/01/09 06:17

_id ijac202321410
id ijac202321410
authors Rihani, Nemeh
year 2023
title Interactive immersive experience: Digital technologies for reconstruction and experiencing temple of Bel using crowdsourced images and 3D photogrammetric processes
source International Journal of Architectural Computing 2023, Vol. 21 - no. 4, 730-756
summary This paper investigates the potential of dense multi-image 3D photogrammetric reconstruction of destroyed cultural heritage monuments by employing public domain imagery for heritage site visitors. This work focuses on the digital reconstruction of the Temple of Bel, one of the heritage monuments in Palmyra, Syria, which was demolished in the summer of 2015 due to armed conflict. This temple is believed to be one of the most significant religious structures of the first century AD in the Middle East and North Africa (MENA) region with its unique design and condition before destruction actions. The process is carried out using solely one source of images; the freely available visitors’ images collected from the social media platforms and web search engines. This paper presents a digital 3D reconstruction workflow for the collected images using an advanced photogrammetry pipeline and dense image matching software. The virtually reconstructed outputs will be managed and implemented efficiently in Unity3D to create an entire 3D virtual interactive environment for the deconstructed temple to be visualised and experienced using the new Oculus Quest VR headset. The virtual Palmyra’s visitor will be offered an enhanced walk-through off-site interactive, immersive experience compared to the real-world one, which is non-existing and unobtainable at the site in the current time.
keywords Cultural heritage, crowdsourced images, 3D photogrammetric reconstruction, digital heritage, virtual heritage, immersive technologies, Palmyra
series journal
last changed 2024/04/17 14:30

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