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 10973

_id 65bb
authors Soufi, Bassel and Edmonds, Ernest
year 1995
title A Framework for the Description and Representation of Emergent Shapes
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 411-422
summary This paper is concerned with the computational modelling of emergent shapes in design. The categorisation of emergent shapes, and the development of a framework capable of modelling different types of emergent shapes are of particular interest. A scheme is propose for the description of emergent shapes. Four different types of emergent shapes are described. A framework based on multiple shape representations is then presented. The operation of the framework is illustrated using a worked example.
keywords Creative Design, Emergence, Categorisation Of Emergent Shapes, Multiple Shape Representations, Description-Representation Framework.
series CAAD Futures
last changed 1999/08/03 17:16

_id ascaad2021_045
id ascaad2021_045
authors Soulikias, Aristofanis; Carmela Cucuzzella, Firdous Nizar, Morteza Hazbei, Sherif Goubran
year 2021
title We Gain a Lot…But What are We Losing? A Critical Exploration of the Implications of Digital Design Technologies on Sustainable Architecture
source Abdelmohsen, S, El-Khouly, T, Mallasi, Z and Bennadji, A (eds.), Architecture in the Age of Disruptive Technologies: Transformations and Challenges [9th ASCAAD Conference Proceedings ISBN 978-1-907349-20-1] Cairo (Egypt) [Virtual Conference] 2-4 March 2021, pp. 293-305
summary In the field of architecture, new technologies are enabling us to promptly simulate, quantify, and compare multitudes of design alternatives and consider an ever more expanding list of environmental and economic parameters within the early design phases of projects. However, architecture today veers further towards non-neutral technologies, changing our culture, introducing new values, and (re)shaping our social ideals. The change of media, from the manual to the digital, has deeply transformed architecture and city design. There is undoubtedly progress, but what are we losing in this automation, virtualization and over-digitalization? Are architects—creators of space, human experience, and cultural capital—starting to occupy the role of technicians? Sustainable architecture is a field that is already experiencing tensions between the quantitative and the qualitative, the optimum and the ethical, and the parametric and haptic methods. Yet the rapidly evolving CAAD technologies overlook many of the non-quantifiable values of these binaries. Gains in speed and efficiency in the design process with the help of parametric design may be challenging the designer’s reflection-in-action process required for critical architecture while ethical, cultural, and human dimensions can hardly be modelled algorithmically. Similarly, computational thinking and digitalization in architectural education, have yet to come to terms with the loss of analogue ways of learning that favour a more diverse and inclusive classroom environment. Instead of keeping the analogue and the haptic practices away from the immaculate realm of CAAD, this paper argues for hybrid technologies that recognize these practices and their value in sustainable design and incorporate them. Film animation, as a branch of architecture’s most expressive means, film, can serve as a paradigm of a feasible disruptive technology, but most importantly, as an indicator of the hybridity between the handmade and the digital and its effectiveness in expressing vital elements of sustainability that are otherwise dismissed.
series ASCAAD
email
last changed 2021/08/09 13:11

_id caadria2016_735
id caadria2016_735
authors Sousa, Jose Pedro; Pedro Martins and Pedro De Azambuja Varela
year 2016
title The CorkCrete Arch Project: The digital design and robotic fabrication of a novel building system made out of cork and glass-fibre reinforced concrete
doi https://doi.org/10.52842/conf.caadria.2016.735
source Living Systems and Micro-Utopias: Towards Continuous Designing, Proceedings of the 21st International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2016) / Melbourne 30 March–2 April 2016, pp. 735-744
summary The CorkCrete arch is a 1:1 scale construction aiming at testing the use of robotic fabrication technologies in the production of a novel building system made out of two different materials – cork and concrete (GRC). The combination of these materials is promising since it merges the sustainable and performative properties of first with the structural efficiency of the second one. The result is a materi- al system suited for customized prefabrication and easy on-site instal- lation. The current paper describes the design and fabrication process of the arch, which employed a single parametric design environment to bridge design and fabrication, and an innovative sequence of differ- ent robotic processes. The success of this experience invites the team to continue this research into the future construction of larger scale applications.
keywords Cork; concrete; computational design; digital fabrication; robotics
series CAADRIA
email
last changed 2022/06/07 07:56

_id ecaade2016_234
id ecaade2016_234
authors Sousa, José Pedro and Martins, Pedro Filipe
year 2016
title The Robotic Production of the GRC Panels in the CorkCrete Arch Project - A stratified strategy for the fabrication of customized molds
doi https://doi.org/10.52842/conf.ecaade.2016.1.153
source Herneoja, Aulikki; Toni Österlund and Piia Markkanen (eds.), Complexity & Simplicity - Proceedings of the 34th eCAADe Conference - Volume 1, University of Oulu, Oulu, Finland, 22-26 August 2016, pp. 153-160
summary The CorkCrete Arch was an experimental prototype built in the scope of a research project concerning the use of robotic fabrication technologies for non-standard solutions in architecture. It combined 2 materials, cork and GRC into a self-supporting lightweight building system, designed to explore the integration of different robotic fabrication technologies in one constructive solution. This paper is focused in providing a detailed description and analysis of the robotic fabrication process used in the production of the GRC components. The presented solution integrated robotic milling and hot-wire cutting technologies with a stratified mold design strategy that allowed for overcoming the limitations of each and enabled a time and cost efficient production process.
wos WOS:000402063700017
keywords Robotic Hot-Wire Cutting; Digital Fabrication; Glass Fiber Reinforced Concrete; Computational Design; Corkcrete
series eCAADe
email
last changed 2022/06/07 07:56

_id sigradi2012_257
id sigradi2012_257
authors Sousa, José Pedro; Duarte, José Pinto
year 2012
title Repensando a Cortiça em Arquitetura através do uso de Tecnologias CAD/CAM [Rethinking Cork in Architecture through the use of CAD/CAM Technologies]
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 673-676
summary In contemporary architecture there is a growing interest in exploring unique forms and constructive solutions, which could hardly be conceived and materialized until recently. Operating in this context, the construction industry has tried to innovate by inventing new materials aside with rethinking existent ones. In this second scenario, given that the use of CAD/CAM technologies have opened new possibilities for traditional materials, it becomes important to ask if cork could face similar innovative opportunities. The present paper synthesizes some of the main arguments, experiments and results obtained in a PhD thesis about that question.
keywords Cortiça; CAD/CAM; Fabrico Digital; Personalização em série; Geometria
series SIGRADI
email
last changed 2016/03/10 10:00

_id sigradi2015_3.345
id sigradi2015_3.345
authors Sousa, José Pedro; Xavier, Jo?o Pedro
year 2015
title Robotic Fabrication in Architectural Education: An Experience on the Design and Construction of Brick Structures
source SIGRADI 2015 [Proceedings of the 19th Conference of the Iberoamerican Society of Digital Graphics - vol. 1 - ISBN: 978-85-8039-135-0] Florianópolis, SC, Brasil 23-27 November 2015, pp. 143-147.
summary In the last decade, architectural researchers have demonstrated the potential of using robots to design and construct in novel ways. However, the integration of such practices in architectural education has been difficult and the examples are rare. By analyzing this context, this paper describes a teaching experience at FAUP where robotic technologies were introduced to the Master students for the first time. The assignment consisted in the production of a brick structure and ended up with the construction of a 1:1 scale installation. With this experience, this paper wants to contribute for the dissemination of robotic technologies in architectural curriculums.
keywords Architectural Education, Digital Fabrication, Robotics, 3D Printing, Brick Construction
series SIGRADI
email
last changed 2016/03/10 10:00

_id ecaadesigradi2019_002
id ecaadesigradi2019_002
authors Sousa, JP, Xavier, JP and Castro Henriques, G (eds.)
year 2019
title Architecture in the Age of the 4th Industrial Revolution, Volume 3
doi https://doi.org/10.52842/conf.ecaade.2019.3
source Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 3, University of Porto, Porto, Portugal, 11-13 September 2019, 374 p.
summary Going back in history, the 1st Industrial Revolution occurred between the 18th and 19th centuries, when water and steam power led to the mechanization period. By then, social changes radically transformed cities and, together with manufactured materials like steel and glass, promoted the emergence of new building design typologies like the railway station. In the end of the 19th century, the advent of electrical power triggered mass production systems. This 2nd Revolution affected the building construction industry in many ways, inspiring the birth to the modern movement. For some, standardization emerged as an enemy of arts and crafts, while, for others, it was an opportunity to embrace new design agendas, where construction economy and quality could be controlled in novel ways. More recently, electronics and information technology fostered the 3rd Revolution with the production automation. In architecture, the progressive use of digital design, analysis and fabrication processes started to replace the traditional means of analogical representation. This opened the door for the exploration of a higher degree of design freedom, complexity and customization. The rise of the Internet also changed the way architects communicated and promoted the emergence of global architectural practices in the planet. Today, in the beginning of the 21th century, we are in a moment of profound and accelerated changes in the way we perceive and interact with(in) the world, which many authors, like Klaus Schwab, do not hesitate to call as the Fourth Industrial Revolution. Extraordinary advancements in areas like mobile communication, artificial intelligence, big data, cloud computing, blockchain, nanotechnology, biotechnology, facial recognition, robotics or additive manufacturing are fusing the physical, biological and digital systems of production. Such technological context has triggered a series of disruptive concepts and innovations, like the smart-phone, social networks, online gaming, internet of things, smart materials, interactive environments, personal fabrication, 3D printing, virtual and augmented realities, drones, selfdriving cars or the smart cities, which, all together, are drawing a radically new world.
series eCAADeSIGraDi
last changed 2022/06/07 07:49

_id ecaadesigradi2019_001
id ecaadesigradi2019_001
authors Sousa, JP, Xavier, JP and Castro Henriques, G (eds.)
year 2019
title Architecture in the Age of the 4th Industrial Revolution, Volume 2
doi https://doi.org/10.52842/conf.ecaade.2019.2
source Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 2, University of Porto, Porto, Portugal, 11-13 September 2019, 872 p.
summary Going back in history, the 1st Industrial Revolution occurred between the 18th and 19th centuries, when water and steam power led to the mechanization period. By then, social changes radically transformed cities and, together with manufactured materials like steel and glass, promoted the emergence of new building design typologies like the railway station. In the end of the 19th century, the advent of electrical power triggered mass production systems. This 2nd Revolution affected the building construction industry in many ways, inspiring the birth to the modern movement. For some, standardization emerged as an enemy of arts and crafts, while, for others, it was an opportunity to embrace new design agendas, where construction economy and quality could be controlled in novel ways. More recently, electronics and information technology fostered the 3rd Revolution with the production automation. In architecture, the progressive use of digital design, analysis and fabrication processes started to replace the traditional means of analogical representation. This opened the door for the exploration of a higher degree of design freedom, complexity and customization. The rise of the Internet also changed the way architects communicated and promoted the emergence of global architectural practices in the planet. Today, in the beginning of the 21th century, we are in a moment of profound and accelerated changes in the way we perceive and interact with(in) the world, which many authors, like Klaus Schwab, do not hesitate to call as the Fourth Industrial Revolution. Extraordinary advancements in areas like mobile communication, artificial intelligence, big data, cloud computing, blockchain, nanotechnology, biotechnology, facial recognition, robotics or additive manufacturing are fusing the physical, biological and digital systems of production. Such technological context has triggered a series of disruptive concepts and innovations, like the smart-phone, social networks, online gaming, internet of things, smart materials, interactive environments, personal fabrication, 3D printing, virtual and augmented realities, drones, selfdriving cars or the smart cities, which, all together, are drawing a radically new world.
series eCAADeSIGraDi
last changed 2022/06/07 07:49

_id ecaadesigradi2019_000
id ecaadesigradi2019_000
authors Sousa, JP, Xavier, JP and Castro Henriques, G (eds.)
year 2019
title Architecture in the Age of the 4th Industrial Revolution, Volume 1
doi https://doi.org/10.52842/conf.ecaade.2019.1
source Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 1, University of Porto, Porto, Portugal, 11-13 September 2019, 835 p.
summary Going back in history, the 1st Industrial Revolution occurred between the 18th and 19th centuries, when water and steam power led to the mechanization period. By then, social changes radically transformed cities and, together with manufactured materials like steel and glass, promoted the emergence of new building design typologies like the railway station. In the end of the 19th century, the advent of electrical power triggered mass production systems. This 2nd Revolution affected the building construction industry in many ways, inspiring the birth to the modern movement. For some, standardization emerged as an enemy of arts and crafts, while, for others, it was an opportunity to embrace new design agendas, where construction economy and quality could be controlled in novel ways. More recently, electronics and information technology fostered the 3rd Revolution with the production automation. In architecture, the progressive use of digital design, analysis and fabrication processes started to replace the traditional means of analogical representation. This opened the door for the exploration of a higher degree of design freedom, complexity and customization. The rise of the Internet also changed the way architects communicated and promoted the emergence of global architectural practices in the planet. Today, in the beginning of the 21th century, we are in a moment of profound and accelerated changes in the way we perceive and interact with(in) the world, which many authors, like Klaus Schwab, do not hesitate to call as the Fourth Industrial Revolution. Extraordinary advancements in areas like mobile communication, artificial intelligence, big data, cloud computing, blockchain, nanotechnology, biotechnology, facial recognition, robotics or additive manufacturing are fusing the physical, biological and digital systems of production. Such technological context has triggered a series of disruptive concepts and innovations, like the smart-phone, social networks, online gaming, internet of things, smart materials, interactive environments, personal fabrication, 3D printing, virtual and augmented realities, drones, selfdriving cars or the smart cities, which, all together, are drawing a radically new world.
series eCAADeSIGraDi
last changed 2022/06/07 07:49

_id sigradi2022_252
id sigradi2022_252
authors Sousa, Megg; Paio, Alexandra
year 2022
title A new approach to design patterns for small public spaces: behaviors, processes and elements.
source Herrera, PC, Dreifuss-Serrano, C, Gómez, P, Arris-Calderon, LF, Critical Appropriations - Proceedings of the XXVI Conference of the Iberoamerican Society of Digital Graphics (SIGraDi 2022), Universidad Peruana de Ciencias Aplicadas, Lima, 7-11 November 2022 , pp. 1123–1134
summary Considering urban design as a manipulation of a complex web of nodes and connections with simultaneous interactions leads us to the systemic thinking that can be applied to the design of public spaces. The development of design pattern systems and urban toolboxes can be identified by different authors who seek to systematize urban elements from systemic thinking, considering the new urban challenges. The objective of this article, therefore, is to propose the start of a new systematization of design patterns for small public spaces based on three main classes: behaviors, processes, and elements. The methodology can be summarized as (a) theoretical foundation and literature review; (b) organization of the system into classes and attributes; (c) development of the patterns and relations. As a result, we have a friendly representation of the system which mainly discusses how new tools and people behaviors can interact with urban elements in small public spaces.
keywords Smart cities, Urban toolbox, Systemic thinking, Small public spaces, Pattern language
series SIGraDi
email
last changed 2023/05/16 16:57

_id ecaade2017_152
id ecaade2017_152
authors Sousa, Sofia, Caetano, In?s and Leit?o, António
year 2017
title Saving Lives with Generative Design and Agent-based Modeling
doi https://doi.org/10.52842/conf.ecaade.2017.2.147
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 2, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 147-156
summary The increasing number of crowd disasters has awakened the need to evaluate the evacuation performance of buildings. However, the information available in building design guidance documents is insufficient to efficiently address safety requirements and official metrics do not take into consideration crucial factors for the success of emergency evacuations, namely the people's dynamics. Although modeling human behavior is not trivial, the recent approach of Agent-Based modeling has been facilitating this task, thus being a suitable tool for evacuation simulations. Nevertheless, the potentialities of this approach are still quite unexplored. Although Agent-Based modeling is already being applied in security analysis tests, its use in combination with Generative Design (GD) is still very limited. In this work, we show how a combination of both approaches improves the safety of buildings.
keywords Simulation; Agent-based Modeling; Agent; Evacuation; Performance-Based Design
series eCAADe
email
last changed 2022/06/07 07:56

_id sigradi2012_193
id sigradi2012_193
authors Souto, Ivan
year 2012
title Arquitetura como processo aberto baseado no uso de tecnologias digitais [Architecture as an open process based on usage of digital technologies]
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 482-485
summary The paper investigates strategies and procedures enabled by the generative modeling that can become more active user participation in the design process in architecture. With the participation of lay people in the architecture field and inspired by participatory design methods used in Europe in the 60s and 70s, was driving a process of defining guidelines for the occupation of an area based on productive cooperation and the free flow of information, seeking to explore the potential that new computational technologies can add to this approach between the user and the space to be built.
keywords Modelagem generativa; Projeto participativo; Projeto do espaço público.
series SIGRADI
email
last changed 2016/03/10 10:00

_id sigradi2009_1161
id sigradi2009_1161
authors Souza, Dennis Flores; Paulo Sérgio Scarazzato
year 2009
title Estudos e Avaliações Pós-Ocupação da Iluminação no Espaço Construído através de Imagens HDR e Câmeras Digitais Compactas [Lighting Studies and Post-Occupancy Evaluation With HDR Images and Compact Digital Cameras]
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary Nowadays HDR images are becoming a useful tool in lighting studies and post-occupancy evaluation. However, this technique requires cameras with manual control, and these features are not common on contemporary snapshot cameras, usually labeled as “amateurs”. However, all cameras have some kind of control that allows taking pictures with different exposures. This paper examines the possibility of making HDR images from digital compact cameras, as a way to contribute with a more accessible method for lighting studies. Tests were done in actual spaces and luminances were also measured by luminance meter. The comparison between both measures showed fairly correlative values.
keywords HDR images; compact digital cameras; lighting; built environment; evaluation
series SIGRADI
email
last changed 2016/03/10 10:00

_id sigradi2016_385
id sigradi2016_385
authors Souza, Douglas Lopes de; Costa, André Teixeira da; Martinez, Andressa do Carmo Pena; Santos, Denise Mônaco dos
year 2016
title Análise da integraç?o da modelagem gerativa com BIM: interoperabilidade, potenciais e fluxo do processo no par Revit® - Dynamo [Integration analysis of generative modeling with BIM: interoperability, potentials and flow process with the pair Revit® - Dynamo.]
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.466-470
summary The practice of generative modeling had a great expansion in recent years and great potential linking systems and software in order to increase the optimized production of their morphologies. In this panorama, BIM processes has a great impact in maintaining consistency between the data generated, the coordination process and the object constructability. This paper presents an analysis of different cases with algorithms applied in different optimization goals proposing an analysis feature of interaction between models and predicting the possibility of structuring a dynamic and interoperable process.
series SIGRADI
email
last changed 2021/03/28 19:59

_id ecaadesigradi2019_123
id ecaadesigradi2019_123
authors Souza, Leonardo Prazeres Veloso de, Ponzio, Angélica Paiva, Bruscato, Underléa Miotto and Cattani, Airton
year 2019
title A-BIM: A New Challenge for Old Paradigms
doi https://doi.org/10.52842/conf.ecaade.2019.1.233
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 1, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 233-240
summary This paper is the result of a pedagogic proposal applied to undergraduate students of architecture in order to present new digital design tools and methods. This study aims to connect procedural contents to different design strategies enrolled by students with special focus on complex geometries. The objective was to offer the necessary assistance to an appropriated design development, by reducing the habitual mishaps related to the lack of technical skills with digital tools for both the design reasoning and the subsequent graphic representation of proposals. As an answer, a new design approach called A-BIM (Algorithmic-based Building Information Modeling) was introduced to students, which integrates BIM platforms with algorithmic modelling software allowing, in this way, some formal flexibility allied to an adequate graphic documentation.
keywords A-BIM; algorithmic design; BIM technology ; parametric software
series eCAADeSIGraDi
email
last changed 2022/06/07 07:56

_id sigradi2018_1723
id sigradi2018_1723
authors Souza, Thiago Leitão de; Mesquista, Gabrielde de Araujo; Costa, Elisa Clemente da Fonseca; Mondelli, Mariana Botelho
year 2018
title Panorama-salon’s Patent x Google Cardboad: reflections about 360° immersive digital experience
source SIGraDi 2018 [Proceedings of the 22nd Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Brazil, São Carlos 7 - 9 November 2018, pp. 886-893
summary This article is related to the research "The immersive experience in 360°: investigation, representation and digital immersion in the city of Rio de Janeiro in the 19th and 20th centuries", developed in University AAABBB. The present work will (re)think the Panorama in ‘old-new’ and ‘new-old’ views: panorama-salon’s patent versus Google Cardboard Virtual Reality glasses. It will investigate these immersive systems in order to analyze the esthetics of portable immersive experiences. Thus, 1:1 scale models of Panorama-Salon and Google Cardboard will be built, with Rio de Janeiro's Panorama, the original engraving in Nepveu’s patent, as the basis for this exploration.
keywords Panorama-salon; Google Cardboard
series SIGRADI
email
last changed 2021/03/28 19:59

_id ecaade03_591_42_sowa
id ecaade03_591_42_sowa
authors Sowa, Agnieszka Katarzyna
year 2003
title Student of Architecture – a Computer Slave? Attitude to CAAD among Architecture Students
doi https://doi.org/10.52842/conf.ecaade.2003.591
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 591-594
summary This paper contains the results of some observations on how students use computers during their design work. The other reflections relate to problems with teaching how to use CAAD as not one and only right way of project presentations, but one of the available, freely connected with other, more traditional ones. Observations and conclusions drawn from conversations with students are extended and verified by a survey carried out at Bialystok University of Technology and Warsaw University of Technology. Generally, it turned out that students used computers more and more willingly in their design work and in the preparation of presentations, which was predictable. Moreover, it seems increasingly more difficult to encourage them to use traditional media during design process.
keywords CAAD teaching; traditional media; digital media; students
series eCAADe
email
last changed 2022/06/07 07:56

_id ijac20064105
id ijac20064105
authors Sowa, Agnieszka Katarzyna
year 2006
title Towards architect-aided computing design
source International Journal of Architectural Computing vol. 4 - no. 1, 69-85
summary In the design process of some recent, specific architectural projects the part elaborated by computers and machines significantly grows. They could generate, optimize and produce the most complicated and complex solutions, taking over some tasks which before were the domain of architects. This article presents a project carried out by postgraduate students at Eidgenossische Technische Hochschule in Zurich, Switzerland, where such a digital design process was implemented, with all its advantages and disadvantages. The observations and conclusions gained during the work allow the author to formulate the concept of Architect-Aided Computing Design, to define some challenges for architects created by such a working method, and to present an analysis about the potential new software for architectural production.
keywords Structural Optimization; Rapid Prototyping; CNC Production; CAAD Education
series journal
email
more http://www.ingentaconnect.com/content/mscp/ijac/2006/00000004/00000001/art00006
last changed 2007/03/04 07:08

_id 041123sowa-a
id 041123sowa-a
authors Sowa, Agnieszka
year 2004
title Generation and optimization of complex and irregular construction/structure on example of NDS2004 final project
source ETH postgraduate studies final thesis, Zurich
summary During the postgraduate studies in CAAD at ETH the research is mainly focused on computer based architectural design and its automatic production. Usually the way from an architectural idea to production starts with creating of a digital model of the structure which is than transformed into data which can be used by CNC machines. The final group work of NDS 2004students also follows this schema. This thesis is centered on its first element–computer aided architectural design.The aim of the research was to create a programming tool which generate linear construction grids for a cubic form and then optimize them according to given parameters. The data produced during this process is then visualized by digital models which can be evaluated by a designer as ready for production or can be changed in a further design process. Eventually, this data is an input for scripting tools creating production drawings for CNC machines. The thesis contains information about the mathematical description of the structure, methods of its generation, analysis and optimization. It deals also with problems connected with data exchange and storage. The effect of the work is presented by visualizations of digital models as well as by using rapid prototyping methods. Moreover, the most spectacular result of using tools presented in this thesis is the NDS2004 exhibition structure.
series thesis:MSc
email
last changed 2005/09/09 12:58

_id 1570
authors Sowizral, H.A. and Deering, M.F.
year 1999
title The Java 3D API and Virtual Reality
source IEEE Computer Graphics and Applications, May/June
summary Java 3D proves a natural choice for any Java programmer wanting to write an interactive 3D graphics program. A programmer constructs a scene graph containing graphic objects, lights, sounds, environmental effects objects, and behavior objects that handle interactions or modify other objects in the scene graph. The programmer then hands that scene graph to Java 3D for execution. Java 3D starts rendering objects and executing behaviors in the scene graph. Virtual reality applications go through an identical writing process. However, before a user can use such an application, Java 3D must additionally know about the user's physical characteristics (height, eye separation, and so forth) and physical environment (number of displays, their location, trackers, and so on). Not surprisingly, such information varies from installation to installation and from user to user. So Java 3D lets application developers separate their application's operation from the vagaries of the user's final display environment. The Java 3D application programmer's interface (API) provides a very flexible platform for building a broad range of graphics applications. Developers have already used Java 3D to build applications in a variety of domains including mechanical CAD, molecular visualization, scientific visualization, animation previews, geographic information systems, business graphics, 3D logos, and educational offerings. Virtual reality applications have included immersive workbench applications, headtracked shutter-glass-based desktop applications, and portals (a cave-like room with multiple back-projected walls).
series journal paper
last changed 2003/04/23 15:50

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