CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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Hits 1 to 20 of 22

_id ijac20108202
id ijac20108202
authors Apollonio, Fabrizio I.; Cristiana Corsi, Marco Gaiani, Simone Baldissini
year 2010
title An Integrated 3D Geodatabase for Palladio's Work
source International Journal of Architectural Computing vol. 8 - no. 2, 111-133
summary The paper presents a novel digital 3D GIS web-based system entirely founded on Google Earth, built to offer a deep insight into Palladio's opera for restitution of its architectural surveys, reconstruction for historical reasons, analysis for structural and other options, and assembly and presentation of all certified Palladian documentation.The development of the application follows the philosophy of visual computing and it is based on an architectural knowledge representation.The information system is conceived as a typical Rich Internet Application and it is based on the digitalization of the complete Palladian corpus documentation implemented by the Centro Internazionale di Studi di Architettura Andrea Palladio (CISAAP).The 3D geodatabase system is, actually, in use at the Centro as the Palladian information system for researchers and in two expositions at Barbaran da Porto Palace in Vicenza, and at Villa Poiana at Poiana Maggiore, where is widely used by tourists for virtual visits to Palladian buildings.
series journal
last changed 2019/05/24 09:55

_id c05a
authors Bridges, Alan
year 1995
title Design Precedents for Virtual Worlds
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 293-302
summary The usual precedents cited in relation to Cyberspace are William Gibson's book "Neuromancer" and Ridley Scott's film. "Bladerunner". This paper argues that, whilst literature and film are appropriate precedents, there are more suitable sources to refer to when designing virtual worlds. The paper discusses the use of computer modelling in exploring architectonic concepts in three-dimensional space. In doing so it draws on the philosophy of simulation and gives examples from alternative film and literature sources but concludes that one of the most appropriate metaphors is widely available in the form of the television soap opera.
keywords Design Simulation, Space, Time, Virtual Reality
series CAAD Futures
email
last changed 2003/11/21 15:16

_id 472d
authors Burry, Mark and Murray, Zolna
year 1997
title Architectural Design Based on Parametric Variation and Associative Geometry
doi https://doi.org/10.52842/conf.ecaade.1997.x.h5q
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
summary This paper considers the role of the computer for detailed design within the wider architectural design process. The central proposition is that parametric modelling software is invaluable for both preliminary and developed design where there is a need for the definition, manipulation and visualisation of complex geometry. The paper begins with a definition of 'parametric design' followed by a consideration of its potential to assist or hinder the designer. A worked example will demonstrate how the elements that make up a model can be referenced to each other using a number of clearly defined constraints, the completed model being changed, modified and regenerated while conforming to pre-set conditions. This will be followed by a report on research into the implications of parametric design modelling applied retrospectively to Jørn Utzon's documented design process for the Sydney Opera House. The study analyses how conventional modelling coped with the manipulation of these forms and compares this with the potential of computer-aided iterative design refinement.
keywords Architectural Design, Geometry, Parametric Variation
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/burry/default.htm
last changed 2022/06/07 07:50

_id sigradi2016_737
id sigradi2016_737
authors Costa, Phillipe Cunha da
year 2016
title Purple Haze vs Don Giovanni: a experi?ncia de mashup no Pavillion 21 MINI Opera Space de Coop Himmelb(l)au [Purple Haze vs Don Giovanni: the mashup experience in the Coop Himmelb(l)au’s Pavillion 21 MINI Opera Space]
source SIGraDi 2016 [Proceedings of the 20th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Argentina, Buenos Aires 9 - 11 November 2016, pp.572-578
summary Recurring theme in architectural design, the relations between architecture and music in contemporary times have important discussions about parametric and cryptographic methods of notation. Through the Pavilion 21 MINI Opera Space, the ephemeral space for the Baviera State Opera, design by Wolf Prix and his office Coop Himmelb(l)au, we pretend to understand some concepts of notation and sound phenomena in architecture. This pavilion dialogue between the Xenakis notes and the electronic music advent, specially the composition methods of mixing like mashup, as simulations of the object.
keywords Architecture and music; graphic notation; parametric simulation; soundscaping; Coop Himmelb(l)au
series SIGRADI
email
last changed 2021/03/28 19:58

_id b8bc
authors Costikyan, G.
year 2000
title Where stories end and games begin
source Game Developer, Sept., 44-53
summary Every medium has been used to tell stories, says Eric Goldberg, one of my oldest friends and president of Unplugged Games. "That's true of books and theater and radio drama and movies. It's true of games as well." I have this argument all the time, and I think Goldberg's statement is balderdash. It's not true of music; music is pleasing sound, that's all. Yes, you can tell a story with music; ballads do that. So do many pop songs . Certainly some types of music -- opera, ballet, the musical -- are "story-telling musical forms," but music itself is not a story-telling medium. The pleasure people derive from music is not dependent on its ability to tell stories: Tell me the story of The Brandenberg Concertoes. Nor is gaming a storytelling medium. The pleasure people derive from games is not dependent on their ability to tell stories. The idea that games have something to do with stories has such a hold on designers' and gamers' imagination that it probably can't be expunged, but it deserves at least to be challenged. Game designers need to understand that gaming is not inherently a storytelling medium any more than is music--and that this is not a flaw, that our field is not intrinsically inferior to, say, film, merely because movies are better at story-telling. Nevertheless, there are games that tell stories--roleplaying games and graphic adventures among others -- and the intersection of game and story, the places where the two (often awkwardly) meet has bred a wide variety of interesting game styles. Examining them is useful, because doing so illuminates the differences between game and story -- and the ways in which stories can be used to strengthen (and sometimes hinder) games.
series other
last changed 2003/04/23 15:50

_id sigradi2009_1036
id sigradi2009_1036
authors de Souza Santos, Fábio Lopes; David M. Sperling
year 2009
title A Recepção "Ativa" - da Obra Aberta à Obra em Processo [The "active" reception - from opera aperta to work in process]
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 discusses the contemporary context of arts movements towards the receiver, seeking its activation. It demarcates two strands of art developments in the sixties, propositions for participation and interfaces for interaction. The Oiticica´s Parangolés and the Glynn´s Performative Ecologies are discussed under this point of view.
keywords art; opera aperta; participation; interaction; work in process
series SIGRADI
email
last changed 2016/03/10 09:50

_id acadia05_114
id acadia05_114
authors Due Schmidt, Anne Marie
year 2005
title Navigating towards digital tectonic tools
doi https://doi.org/10.52842/conf.acadia.2005.114
source Smart Architecture: Integration of Digital and Building Technologies [Proceedings of the 2005 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 0-9772832-0-8] Savannah (Georgia) 13-16 October 2005, pp. 114-127
summary The computer holds a great potential to break down the barriers between architecture and the technical aspects relating to architecture, thus supporting innovative architecture with an inner correspondence between form and technique. While the differing values in architecture and technique can seem like opposites, the term tectonics deals with creating a meaningful relationship between the two. The aim of this paper is to investigate what a digital tectonic tool could be and what relationship with technology it should represent. An understanding of this relationship can help us not only to understand the conflicts in architecture and the building industry but also bring us further into a discussion of how architecture can use digital tools. The investigation is carried out firstly by approaching the subject theoretically through the term tectonics and by setting up a model of the values a tectonic tool should encompass. Secondly the ability and validity of the model are shown by applying it to a case study of Jørn Utzon’s work on Minor Hall in Sydney Opera House - for the sake of exemplification the technical field focused on in this paper is room acoustics. Thirdly the relationship between the model of tectonics and the case will be compared and lastly a discussion about the characteristics of a tectonic tool and its implications on digital tectonic tools will be carried out.
series ACADIA
email
last changed 2022/06/07 07:55

_id caadria2015_105
id caadria2015_105
authors Hosny, A.; N. Jacobson and Z. Seibold
year 2015
title Voxel Beam
doi https://doi.org/10.52842/conf.caadria.2015.755
source Emerging Experience in Past, Present and Future of Digital Architecture, Proceedings of the 20th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2015) / Daegu 20-22 May 2015, pp. 755-764
summary Voxelbeam explores precedents in the optimization of architectural structures, namely the Sydney Opera house Arup beam. The authors research three areas crucial to conceiving an innovative contemporary reinterpretation of the beam: A shift in structural analysis techniques from analytical to numerical models such as topology optimization, the fundamental differences between digital and analog representations of structural forces, and the translation of structural analysis data into methods for digital fabrication. The research aims to re-contextualize the structural beam within contemporary digital platforms, explores the architectural implications of topology optimization, and proposes two fabrication strategies based on the analysis results – including automated off-site pre-casting and multi-material 3d printing.
keywords Digital Fabrication, Topology Optimization, Multi-material 3D Printing, Emergent Structural Design, Arup Beam.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ddssar9616
id ddssar9616
authors Hunt, John
year 1996
title Establishing design directions for complex architectural projects: a decision support strategy
source Timmermans, Harry (Ed.), Third Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Spa, Belgium), August 18-21, 1996
summary The paper seeks to identify characteristics of the design decision-making strategy implicit in the first placed design submissions for three significant architectural competitions: the Sydney Opera House competition, and two recent design competitions for university buildings in New Zealand. Cohn Rowe's (1982) characterisation of the design process is adopted as a basis for the analysis of these case studies. Rowe's fertile analogy between design and (criminal) detection is first outlined, then brought to bear on the case studies. By means of a comparison between the successful and selected unsuccessful design submissions in each case, aspects of Rowe's characterisation of the design process are confirmed. On the basis of this analysis several common features of the competition-winning submissions, and their implicit decision-making processes, are identified. The first of these features relates to establishing project or programmatic requirements and the prioritizing of these. The second concerns the role of design parameters or requirements that appear as conflicting or contradictory, in the development of a design direction and in innovative design outcomes. The third concerns the process of simultaneous consideration given by the designer to both project parameters or requirements, and to design solution possibilities - a process described by Rowe as "dialectical interanimation".
series DDSS
last changed 2003/08/07 16:36

_id acadia06_556
id acadia06_556
authors Johnson, J., Gattegno, N.
year 2006
title Future Cities Lab | Energy Farm: Seoul Opera House
doi https://doi.org/10.52842/conf.acadia.2006.556
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 556-559
summary The patterning ranges are developed by merging images of the river surface with tonal ranges that pair with the desired transparency of the metal surface. Water surface images were chosen for the non-uniform distribution of tone. Light tonal areas create small punches, while dark tonal areas create larger punches. The water composite image is rasterized in a half-tone patterning and converted to fabrication data with RhinoScripts for CNC production.
series ACADIA
email
last changed 2022/06/07 07:52

_id 49fc
id 49fc
authors KOUZELEAS Stelios, SEMIDOR Catherine
year 2001
title THE INFLUENCE OF THE SIMPLIFIED ARCHITECTURAL MODEL ON THE ACOUSTICAL SIMULATION RESULTS
source 17th International Congress on Acoustics, Proceedings : Vol. III - Architectural acoustics - Opera house acoustics - p. 46-47 – ISBN : 88-88387-02-1, 2-7 Septembre 2001, Rome, Italy
summary The sometimes complex architectural shape of halls creates modelling difficulties as the simulation computing systems need plane surfaces. In order to approach a perfect shape of curved surfaces, a big number of facets is necessary. This poses, as a consequence, computer memory problems which is the case of the horse shoe shaped Opera House with its richly decorated columns, balconies, etc. This paper compares the acoustical measurement results and the calculation results of a computer simulation software applied on several models (from the most simple till the most complex ones) of the Grand Theatre of Bordeaux.
keywords Acoustics simulation, CAD modeling, room acoustics, architectural model simplification
series other
type normal paper
email
more http://ims-ism.nrc-cnrc.gc.ca/ica/proceedg.html
last changed 2005/10/24 19:59

_id 999e
id 999e
authors KOUZELEAS Stelios
year 2004
title APPLICATIONS OF ACOUSTIC AND GEOMETRIC SIMULATION OF HALLS WITH THE AID OF WITH THE AID OF ACOUSTIC SIMULATION PLATE-FORM ADAPTABLE IN A CAD SYSTEM. - (EFARMOGES AKOUSTIKHS KAI GEWMETRIKHS PROSOMOIOSHS AITHOUSWN ME TH BOHTHEIA PLATFORMAS AKOYSTIKHS PROSOMOIOSHS PROSARMOSMENHS SE SYSTHMA CAD)
source Acoustics 2004, Hellenic Institute of Acoustics (HELINA), Aristotle University of Thessaloniki, 27-28 September 2004, Greece
summary (pdf file in greek)- With the aid of the acoustic simulation plate-form named « CAD-Acoustic » which is developed in the context of PhD and adapted on the AutoCAD system, this paper presents the halls acoustic results (RT60) of Elmia (Sweden) and Opera of Bordeaux (France) in relation to acoustic measurements and results of other acoustic simulation software (Odeon, Epidaure). In parallel, it presents geometrical simulations of the modelised halls’ acoustic behavior, such as the 3D reflections of the acoustic rays from selected surface, the 3D view of the materials’ arrangements through surfaces’ coloring, the measurement of the selected absorbing / reflecting surfaces in m2 and the individual or massive absorption coefficients’ assignment to the surfaces. Finally, with the aid of « CAD-Acoustic » the acoustic results are compared in a graphic manner in relation to the ideal acoustic rates, a presentation which is a kind of an “ architectural translation of the acoustic results” taking into account several architectural elements.
keywords CAD modeling, "CAD-Acoustic" software developement, Architectural acoustic simulation
series other
type normal paper
email
more http://www.helina.gr/
last changed 2005/10/25 11:22

_id sigradi2016_455
id sigradi2016_455
authors Martinez, Andressa Carmo Pena; Santos, Denise Mônaco dos; Souza, Douglas Lopes de; Castriotto, Caio Magalh?es
year 2016
title O estudo das operaç?es formais no processo de projeto do arquiteto Peter Eisenman [The study of formal tools in Peter Eisenman's design process]
source SIGraDi 2016 [Proceedings of the 20th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Argentina, Buenos Aires 9 - 11 November 2016, pp.715-719
summary This paper presents part of the research on the study of formal operations in Peter Eisenman's design process. The initial hypothesis is the possibility of translating the architect's design process and his formal tools, into a shape grammar, in selected works. In this sense, the research aims to simulate these formal tools through digital models, analyze the variations in the Diagram of Interiority and Exteriority phases; understand the design process using Rhinoceros software and its interaction with grasshopper, in search of the decoding and interpretation of a system of rules implicit in the architect's design process.
keywords Diagrams; Design Process; Formal tools; Shape Grammars; Peter Eisenman
series SIGRADI
email
last changed 2021/03/28 19:58

_id ecaade2018_p01
id ecaade2018_p01
authors Maver, Tom
year 2018
title Round Table Session - A BETTER TOMORROW?
doi https://doi.org/10.52842/conf.ecaade.2018.1.037
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 1, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 37-38
summary There is no doubt that ICT has brought about a paradigm shift in architectural practice, teaching and research. This community - in Europe and beyond - can rightly congratulate itself not only in transform- ing how we have changed our understanding, opera- tion and delivery of the built environment. Moreover, we have introduced and excited our students to the notion of virtual environments.
series eCAADe
email
last changed 2022/06/07 07:58

_id 43b8
authors Orth, Maggie
year 1997
title Interface to Architecture: Integrating Technology into the Environment in the Brain Opera
source Proceedings of DIS'97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 1997 pp. 265-275
summary This paper concretely presents the design processes and results of Composer Tod Machover's Brain Opera, an interactive, multi-media, traveling opera. It will present the importance of successful collaboration between artists and scientists at the functional intersection of their research -- design. It will discuss the opposing design strategies necessary for integrating technology into the physical environment at various levels of scale, from architecture to interface. At the level of architecture flexibility in design is stressed. In interface design, the needs for specificity and detail, new materials and manufacturing processes are presented. The paper will demonstrate how the aesthetic goals of the Brain Opera's visual designers, creating an organic, humorous and unexpected technology environment, influenced audience interaction. The conflict between artistic control and interactivity will also be examined through the specific results of acoustic design in the project. The influences of quickly changing technology and funding on the design of the Brain Opera are also revealed. The prominence of the proscenium arch stage in existing music venues and its influence on new media projects is presented. Successful and unsuccessful models for audience participation are also presented. Concrete interface examples are used to counter the notion of intuitive interface design. Finally, the Brain Opera is presented as a design model for an interactive research laboratory.
keywords Design; Environment; Interface; Furniture; Physical Interface; Theater; Sensor; Collaboration; Architecture; Opera
series other
last changed 2002/07/07 16:01

_id ecaade2023_359
id ecaade2023_359
authors Parthenios, Panagiotis, Karagianni, Anna, Geropanta, Vassiliki, Tzortzakakis, Alexandros, Kalimeris, Stavros, Dania, Panagiota and Delintadakis, Charalampos
year 2023
title A collaborative Virtual Reality platform for Opera Rehearsal: Designing for performing arts
doi https://doi.org/10.52842/conf.ecaade.2023.1.681
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. 681–690
summary Virtual Reality (VR) has made dynamic inroads into the performing arts world and has accelerated dramatically over time . Many Opera Theaters have used VR to bring new audiences into the Opera, to produce special content suitable for VR, and to create the ground for new learning experiences. Lately VR is also used to improve opera workflows to improve productivity and efficiency, but is rarely used as a tool for pre premiere rehearsals. This research considers how VR may be used to transform traditional opera work preparations into an immersive, interactive, and work experience and presents the methodology for the implementation of a collaborative VR Rehearsal Platform. In partnership with the Greek National Opera and the Digital Media Lab, several focus groups that consist of opera professionals and researchers collaborate, to develop a digital world where the directors, soloists, conductors, stage designers, light designers and chorus masters collaborate as if being on the stage. Inside the VR environment with the optimized models of the sets imported in pieces as library objects, ready to be altered, switched or saved for reuse enriched with light renderings and textures. The findings assert the importance of creating an immersive experience for all key players to mitigate the difficulties that stand in the preparation of any opera play such as luck of rehearsals on the final sets, control and safe implementation of stage and light design, last minute changes in materials or opera set parts among others. As a result it is suggested that the VR Rehearsal platform Operas can enhance key player collaboration ahead of time, improve their environmental impact and budget by eliminating flight travel for rehearsals, reducing raw materials, waste and mistakes, and use the platform for educational purposes.
keywords Opera, Rehearsal, Virtual Reality, Collaborative, Performing Arts
series eCAADe
email
last changed 2023/12/10 10:49

_id 4925
authors Poon, J. and Maher, M.L.
year 1997
title Co-evolution in Design
doi https://doi.org/10.52842/conf.caadria.1997.439
source CAADRIA ‘97 [Proceedings of the Second Conference on Computer Aided Architectural Design Research in Asia / ISBN 957-575-057-8] Taiwan 17-19 April 1997, pp. 439-448
summary A design process is traditionally viewed as a sequential process model from the formulation of the problem to the synthesis of solutions. Simon (1981) regards design as a state-space search where a problem leads to the solution. To be more practical, there are many versions of solution generated during design, where each current one is an improvement over the previous one. This kind of synthesis of solutions can be viewed as an evolutionary system over time. We propose to apply the metaphor of "exploration” to design, and further argue that evolution occurs in the problem space as well as in the solution space. Co-evolutionary design is introduced to remove the assumption of having a fixed goal (problem). The problem is allowed to change over time. Two algorithms for co-evolution are presented. Their characteristics and differences are highlighted. The paper moves on to review the design history of the Sydney Opera House and to show how observations from this real life example confirm our co-evolutionary model.
series CAADRIA
email
last changed 2022/06/07 08:00

_id caadria2017_030
id caadria2017_030
authors Wang, Shuo, Zhao, Yuezhe and Wu, Shuoxian
year 2017
title Seat Selection System for Theatres and Concert Halls Based on Audio-Visual Integration Technology
doi https://doi.org/10.52842/conf.caadria.2017.157
source P. Janssen, P. Loh, A. Raonic, M. A. Schnabel (eds.), Protocols, Flows, and Glitches - Proceedings of the 22nd CAADRIA Conference, Xi'an Jiaotong-Liverpool University, Suzhou, China, 5-8 April 2017, pp. 157-165
summary It is of great significance to establish the virtual visual/audio simulation in building environment or indoor auditorium, as this is also a key issue which has drawn attention from other research fields including computer-aided design, virtual reality and acoustic simulation. This paper introduces the architecture and realization of a seat selection system based on audio-visual integration technology and the subjective preference test based on the seat selection system. The visual/audio subjective evaluation experiments on Xiamen Concert Hall and Ferrara Opera House were carried out, the experiments show that visual-audio factors have impact on the visual-audio preference and subjective evaluation of concert halls and theatres. The combined effect of acoustic and non-acoustic parameters (such as visual factors) on hearing and the perception of acoustics is also discussed in the paper.
keywords Virtual Building Environment; Audio-Visual Integration; Subjective Preference of Seats
series CAADRIA
email
last changed 2022/06/07 07:58

_id caadria2024_43
id caadria2024_43
authors Ji, Seung Yeul, Kim, Mi Kyoung and Jun, Han Jong
year 2024
title Real-Time User Experience and Emotional State Tracking in Indoor Architectural Spaces Using ChatGPT API and EEG
doi https://doi.org/10.52842/conf.caadria.2024.3.489
source Nicole Gardner, Christiane M. Herr, Likai Wang, Hirano Toshiki, Sumbul Ahmad Khan (eds.), ACCELERATED DESIGN - Proceedings of the 29th CAADRIA Conference, Singapore, 20-26 April 2024, Volume 3, pp. 489–498
summary Technological advances have revolutionized our perception of human interactions in architectural spaces. In this study, EEG for brainwave analysis, LiDAR for spatial scanning, and ESP32 UWB for position detection were integrated into Unity3D and analyzed using the ChatGPT API. Our goal was to enhance the human experience by visualizing real-time positions, emotions, and reactions in architectural environments. The project started with 3D scanning to create a digital twin model in Unity3D, which was transformed into a virtual space with a 5x5 grid to capture EEG data. The data was analyzed using the Wolfram Mathematica API and a ranking algorithm, complemented by the ChatGPT API, fine-tuned with the SEED dataset for comprehensive emotion recognition. The core feature of the system was heat maps for visualizing emotional responses, using Unity3D's dynamic particle system for a more immersive and three-dimensional representation. This advanced approach provides architects and designers with deeper insight into user-centered space design. In summary, our integrated system demonstrates significant potential for understanding and enhancing the user experience in architectural spaces by providing insight into the impact of design elements on emotional states. It's a step forward in intelligent building and urban design that focuses on human well-being and satisfaction.
keywords EEG, ChatGPT API, Wolfram Mathematica API, LiDAR Scanners, ESP32 UWB, Unity3D
series CAADRIA
email
last changed 2024/11/17 22:05

_id fafa
authors Marr, David
year 1982
title Vision: A Computational Investigation into the Human Representation and Processing of Visual Information
source New York, NY: W.H. Freeman and Company
summary Marr's demonstrations that retinal receptive field geometry could be derived by Fourier transformation of spatial frequency sensitivity data, that edges and contours could be detected by finding zero crossings in the light gradient by taking the Laplacian or second directional derivative, that excitatory and inhibitory receptive fields could be constructed from "DOG" functions (the difference of two Gaussians), and that the visual system used a two-dimensional convolution integral with a Gaussian prefilter as an operator for bandwidth optimation on the retinal light distribution, were more powerful than anything that had been seen up to that time. It was as if vision research suddenly acquired its own Principia Mathematica, or perhaps General Relativity Theory, in terms of the new explanatory power Marr's theories provided. Truly an extraordinary book from an extraordinary thinker in the area of perception, vision, and the brain.
series other
last changed 2003/04/23 15:14

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