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 17045

_id sigradi2022_52
id sigradi2022_52
authors Frutuôso, Joyce; Pereira, Liryan; Verniz, Debora; Pontes, Thiago; Santos, Deborah
year 2022
title JOI - Personal equipment to manipulate knobs without direct hands contact
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. 983–992
summary The contagious COVID-19 pandemic made it necessary to adopt strategies to avoid contamination. COVID-19 spreads when someone is in direct contact  with small droplets and particles that contain the virus. These droplets and particles can be active on surfaces that are shared by many people, so hand sanitation became an important aspect to prevent virus contamination. However, products for hand sanitation may not be available easily everywhere. Moreover, the excessive use of products like hand sanitizers and hand soaps can cause dryness and dermatitis on certain users. This paper describes the rapid prototyping of JOI, a device for users to avoid touching doorknobs, door bolts, switchers, and call buttons.  The device was 3D printed (more than 400 units) and distributed to an academic community, which then answered a usability survey. Results show that the device is efficient to avoid the direct contact of users  and surfaces that may be contaminated.
keywords COVID-19, Digital Fabrication, 3D Print, Personal Protective Equipment, Good Health and Well-Being
series SIGraDi
email
last changed 2023/05/16 16:57

_id c46e
authors Fuchs, H., Kedem, Z.M. and Naylor, B.F.
year 1980
title On Visible Surface Generation by a Priori Tree Structures
source SIGGRAPH '80 Conference Proceedings. July, 1980. vol. 14 ; no. 3: pp. 124-133 : ill. includes bibliography
summary This paper describes a new algorithm for solving the hidden surface (or line) problem, to more rapidly generate realistic images of 3-D scenes composed of polygons, and presents the development of theoretical foundations in the area as well as additional related algorithms. As in many applications the environment to be displayed consists of polygons many of whose relative geometric relations are static. It is attempted to capitalize on this by preprocessing the environment's database so as to decrease the run-time computations required to generate a scene. This preprocessing is based on generating a 'binary space partitioning' tree whose inorder traversal of visibility priority at run-time will produce a linear order, dependent upon the viewing position, on (parts of) the polygons, which can then be used to easily solve the hidden surface problem. In the application where the entire environment is static with only the viewing-position changing, as is common in simulation, the results presented will be sufficient to solve completely the hidden surface problem
keywords hidden lines, hidden surfaces, algorithms, computer graphics, polygons
series CADline
last changed 2003/06/02 14:42

_id e191
authors Fuchs, Henry, Goldfeather, Jack and Hultquist, Jeff P.
year 1985
title Fast Spheres, Shadows, Textures, Transparencies, and Image Enhancements in Pixel-Planes
source SIGGRAPH '85 Conference Proceedings. July, 1985. 1985. vol. 19 ; no. 3: pp. 111-120 : ill. includes bibliography
summary Pixel-planes is a logic-enhanced memory system for raster graphics and imaging. Although each pixel-memory is enhanced with a one-bit ALU, the system's real power comes from a tree of one-bit address that can evaluate linear expressions Ax + By + C for every pixel (x,y) simultaneously, as fast as the ALUs and the memory circuits can accept the results. The development of a variety of algorithms that exploit this fast linear expression evaluation capability has started. The paper reports some of those results. Illustrated in this paper is a sample image from a small working prototype of the Pixel- planes hardware and a variety of images from simulations of a full-scale system. Timing estimates indicate that 30,000 smooth shaded triangles can be generated per second, or 21, 000 smooth-shaded and shadowed triangles can be generated per second, or over 25,000 shaded spheres can be generated per second. Image-enhancement by adaptive histogram equalization can be performed within 4 seconds on a 512 x 512 image
keywords shadowing, image processing, algorithms, polygons, clipping, computer graphics, technology, hardware
series CADline
last changed 2003/06/02 10:24

_id 4517
authors Fuchs, Henry, Kedem, Zvi M. and Naylor, Bruce F.
year 1979
title Predetermining Visibility Priority in 3-D Scenes
source SIGGRAPH '79 Conference Proceedings. August, 1979. vol. 13 ; no. 2: pp. 175-181 : ill. includes bibliography
summary The principal calculation performed by all visible surface algorithms is the determination of the visible polygon at each pixel in the image. Of the many possible speedups and efficiencies found for this problem, only one published algorithm (developed almost a decade ago by a group at General Electric) took advantage of an observation that many visibility calculations could be performed without knowledge of the eventual viewing position and orientation -- once for all possible images. The method is based on a 'potential obscuration' relation between polygons in the simulated environment. Unfortunately, the method worked only for certain objects; unmanageable objects had to be manually (and expertly!) subdivided into manageable pieces. Described in this paper is a solution to this problem which allows substantial a-priori visibility determination for all possible objects without any manual intervention. The method also identifies the (hopefully, few) visibility calculations which remain to be performed after the viewing position is specified. Also discussed is the development of still stronger solutions which could further reduce the number of these visibility calculations remaining at image generation time
keywords algorithms, hidden lines, hidden surfaces, computer graphics
series CADline
last changed 2003/06/02 13:58

_id ecaade2018_145
id ecaade2018_145
authors Fukuda, Tomohiro, Zhu, Yuehan and Yabuki, Nobuyoshi
year 2018
title Point Cloud Stream on Spatial Mixed Reality - Toward Telepresence in Architectural Field
doi https://doi.org/10.52842/conf.ecaade.2018.2.727
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 2, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 727-734
summary In remote meetings that involve the study of buildings and cities, sharing three-dimensional (3D) virtual spatial of buildings and cities is just as necessary as sharing the appearances and voices of meeting participants. Because of this, system development and pilot projects have attempted to share 3D virtual models via the internet in real-time but is still insufficient compared with face-to-face meeting. Therefore, this research explores the applicability of a spatial mixed reality (MR) system that displays point cloud streams to realize 3D remote meeting in architecture and urban fields. MR is a new technology that enables 3D presentations of various information, combining the physical and virtual worlds. One MR method is telepresence, which is expected to give people a way to communicate remotely as if face to face in a realistic way. We first developed a MR system named PcsMR (Point cloud stream on mixed reality) to display point cloud streams. The PcsMR system's operation consists of generating and transferring a point cloud stream and then rendering a point cloud stream using MR. The PcsMR acquired the point cloud stream in real-time using Kinect for Windows v2 and transferred it to Microsoft HoloLens, which uses optical see-through MR. Then we constructed two prototypes based on PcsMR and carried out pilot projects. Through observing the experiments, application possibilities for architecture and urban fields are found in meetings and communications that share real-time 3D objects and include the movement of remote participants and objects. The proposed method was evaluated feasible and effective.
keywords Telepresence; Mixed reality; Point cloud stream; Remote meeting; Real time
series eCAADe
email
last changed 2022/06/07 07:50

_id caadria2023_17
id caadria2023_17
authors Kvs, Likhinya and Das, Avishek
year 2023
title Initiating Additive Manufacturing of Mud Houses in India: Reviving the Vernacular Cob Houses in Kutch
doi https://doi.org/10.52842/conf.caadria.2023.2.089
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. 89–98
summary The study intends at innovating a new relationship between modern digital fabrication technology and vernacular material of construction to break through the stagnation of the construction and design industry. Through this, the research objective is to revive vernacular cob houses in India by contextualising 3D printing to promote social acceptance of mud in a modern way and experiment with its printability to 3D print future cob buildings. To address this research objective, the study specifically explores the steps taken by the artisans to prepare the material mix suitable to build houses. Thus, through a prototype-driven process and rapid experimentation of soil, 3D-printed wall prototypes were tested at a 1:1 scale. The study will present and discuss these physical experiments carried out to develop the concepts of 3D printable mud in detail.
keywords Additive manufacturing, Cob construction, 3D printing, Vernacular craft, ‘SDG9’ Industry, Innovation and Infrastructure, Craft, Digital fabrication, ‘SDG11’ Sustainable Cities and Communities, ‘SDG12 Responsible Consumption and Production
series CAADRIA
email
last changed 2023/06/15 23:14

_id cf2015_207
id cf2015_207
authors Fukuda, Tomohiro; Ban, Hirokazu; Yagi, Katsuhito and Nishiie, Junro
year 2015
title Development of high-definition Virtual Reality for historical architectural and urban digital reconstruction: A case study of Azuchi Castle and Old Castle Town in 1581
source The next city - New technologies and the future of the built environment [16th International Conference CAAD Futures 2015. Sao Paulo, July 8-10, 2015. Electronic Proceedings/ ISBN 978-85-85783-53-2] Sao Paulo, Brazil, July 8-10, 2015, pp. 207.
summary This study shows fundamental data for constructing a high-definition VR application under the theme of a three-dimensional visualization to restore past architecture and cities. It is difficult for widespread architectural and urban objects to be rendered in real-time. Thus, in this study, techniques for improving the level of detail (LOD) and representation of natural objects were studied. A digital reconstruction project of Azuchi Castle and old castle town was targeted as a case study. Finally, a VR application with specifications of seven million polygons, texture of 1.87 billion pixels, and 1920 × 1080 screen resolution, was successfully developed that could run on a PC. For the developed VR applications, both qualitative evaluation by experts and quantitative evaluation by end users was performed.
keywords Cultural heritage, digital reconstruction, Virtual Reality, visualization, 3D modeling, presentation.
series CAAD Futures
email
last changed 2015/06/29 07:55

_id ijac20031406
id ijac20031406
authors Fukuda, Tomohiro; Nagahama, Ryuichiro; Kaga, Atsuko; Sasada, Tsuyoshi
year 2003
title Collaboration Support System for City Plans or Community Designs Based on VR/CG Technology
source International Journal of Architectural Computing vol. 1 - no. 4
summary This paper reports on a collaboration support system for city plans or community designs based on virtual reality (VR) or computer graphics (CG) technology. It reports on an extension to an ongoing research programme, and in particular it introduces the developments of portable VR equipment, and an expression method using CG to enable the realistic viewing of night scenes, and application to real projects.
series journal
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id sigradi2004_185
id sigradi2004_185
authors Fábio Araújo; Jose dos Santos Cabral Filho
year 2004
title Espacialização de ambientes virtuais de imersão ñ convergência entre arquitetura real e digital [Spatialization of Immersive Virtual Environments - The Convergence between Real and Digital Architecture]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This research paper deals with the Information Technology and its close and increasing relation with the dwelling spaces in search for new and more accurate environments in real, tectonics spaces in architecture promoting new ways of living and dealing with space. This work has great importance since it is generally noticed straight convergence between architecture and the state of the art digital medias. Working through interactive digital media system attached to physical environments the paper also discuss the real sense of production and insertion of these new medias in the architecture environs and which kind of qualification is gained in these spaces through out this event.
keywords Information technology, physical (real) spaces, interactivity
series SIGRADI
email
last changed 2016/03/10 09:52

_id ecaade2014_041
id ecaade2014_041
authors Gabriel Wurzer, Bob Martens and Thomas Grasl
year 2014
title ProceeDings - A web-based word processor automating the production of conference proceedings
doi https://doi.org/10.52842/conf.ecaade.2014.1.011
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 1, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 11-20
summary In this paper an online editing system for eCAADe papers is presented, which is also the technology behind this proceedings volume. On the occasion of the eCAADe 1999 conference in Liverpool, a novel layout for the proceedings was developed. In the course of forthcoming annual conferences, this became the distinctive “look and feel” of the eCAADe proceedings. Due to the complexity, professional typesetting was required for and the authors were disconnected from the publication and layout stage. This paper elaborates on the development and implementation of a web-based tool, which takes care of the typesetting and delegates this activity again to the authors. Neither software installation is required, nor specific training must be completed in advance. On top of this the degree of homogeneity can be raised significantly, thus supporting the editors in charge to concentrate on the task of harmonising the resulting publication output.
wos WOS:000361384700001
keywords Word processing; proceedings preparation; cloud computing
series eCAADe
email
last changed 2022/06/07 07:50

_id ecaade2021_009
id ecaade2021_009
authors Majzoub, Omar and Haeusler, M. Hank
year 2021
title Investigating Computational Methods and Strategies to Reduce Construction and Demolition Waste in Preliminary Design
doi https://doi.org/10.52842/conf.ecaade.2021.1.325
source Stojakovic, V and Tepavcevic, B (eds.), Towards a new, configurable architecture - Proceedings of the 39th eCAADe Conference - Volume 1, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 325-334
summary The waste produced in construction and demolition presents social, economic, and environmental challenges on a global scale. Research suggests that effective decision-making mechanisms are needed during preliminary design stages to minimise the production of waste. In early research, we presented a beta version of a waste reduction tool which is now in need of a User Experience (UX) and Interaction Experience (IX) strategy to meet our research aims of (a) supporting architects in making informed decisions and (b) offer general as well a specific design optimisation to reduce waste. Thus in our research, we arrived at a point that required an investigation into computational methods and strategies to meet these aims. While optimisation and decision-making in architecture are often achieved through generative design strategies, we aim to investigate and discuss alternatives. Thus we propose the hypothesis of employing augmented intelligence. The paper presents work in augmented intelligence undertaken outside the architecture discipline and presents our literature review with a discussion and conclusion.
keywords Waste reduction; computational methods and strategies; sustainable development goals; augmented intelligence; position paper
series eCAADe
email
last changed 2022/06/07 07:59

_id 801f
authors Galle, Per
year 1987
title Branch & Sample : Systematic Combinatorial Search without Optimization
source 73 p. 1987. DIKU Research Report No. 87/5. CADLINE has abstract only
summary Many constraint satisfaction problems are combinatorically explosive, i.e. have far too many solutions. Optimization techniques may help in selecting solutions for consideration, but a reasonable measure of optimality is not always at hand. The branch & sample algorithm is presented as an alternative to optimization. If the constraints themselves limit the solution set sufficiently, the algorithm finds all solutions, but otherwise a suitable number of solutions (determined by the user) is generated, such that each new solution has a maximal distance to those already generated. The distance measure used is a so called ultrametric distance expressible in terms of the search tree: solutions are viewed as m-tuples of fixed length, each of whose m decision variables corresponds to a level in the search tree. The distance between two solutions is the number of edges from their leaf nodes to the closest common predecessor node in the tree. For problems whose decision variables depend on each other (as is often the case) the set of solutions generated in this way corresponds well to the intuitive notion of a 'representative sample.' The principles of Branch & Sample are first introduced informally, then the algorithm is developed by stepwise refinement, and two examples of its use are given. A fully tested application-independent implementation of the algorithm in C is given as an appendix
keywords algorithms, combinatorics, search, constraints, floor plans, layout, synthesis, architecture
series CADline
last changed 1999/02/12 15:08

_id architectural_intelligence2022_3
id architectural_intelligence2022_3
authors Mario Carpo
year 2022
title Design and automation at the end of modernity: the teachings of the pandemic
doi https://doi.org/https://doi.org/10.1007/s44223-022-00001-0
source Architectural Intelligence Journal
summary Many in the design community have long claimed that digital mass-customization is cheaper, faster, smarter and more environmentally sustainable than the mechanical mass-production of standardized industrial products; and that the electronic transmission of information is cheaper, faster, smarter, and more environmentally sustainable than the mechanical transportation of people and goods. The global pandemic has tragically proven that a computational alternative to the modern, mechanical way of making, working, and living, now exists, and it is viable. When we had to shut down corporate offices, global megafactories, suburban shopping malls, and intercontinental airports, we did. We did because we had to; but also because today's technology already allows us to do so.
series Architectural Intelligence
email
last changed 2025/01/09 15:00

_id sigradi2021_151
id sigradi2021_151
authors Gameiro, Raquel and Paio, Alexandra
year 2021
title IDEAS: Interactive Database for Experimental Architecture and Spatial Practices
source Gomez, P and Braida, F (eds.), Designing Possibilities - Proceedings of the XXV International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2021), Online, 8 - 12 November 2021, pp. 643–655
summary The interface of science and technology has become a fruitful transdisciplinary research field for spatial practices. To address this hybridization of space-related research, it is fundamental to ask what kind of practices are emerging within this context. To promote easy access and the dissemination of methodologies applied in innovative experimental spatial practices, the present study proposes the creation of a web-based Interactive Database for Experimental Architecture and Spatial Practices, IDEAS. Therefore, we will scope, observe, examine, and classify the digital cultural landscape in the 1960-2020 period. This paper describes the methodology applied to develop IDEAS.
keywords Spatial practices, Data gathering, Taxonomy, Architecture Wiki, Interactive Repository
series SIGraDi
email
last changed 2022/05/23 12:11

_id maver_087
id maver_087
authors Maver, T.W.
year 1996
title Information Technology in the Service of Sustainable Architecture
source Workshop on Low Energy Hospital Design, Penang, Malaysia
summary The quality of the built environment depends critically on the concept of sustainability and in particular on designs which are energy efficient and environmentally friendly. This paper gives an account of the successful application of computer-based simulations of the physical environment made available to architects through an Energy Design Advisory Service and used parametrically within a research project carried out jointly with a design and build company. It goes on to indicate how emerging multi-media technology can be used to provide an explanation, particularly to those who are technically unsophisticated, of the complexity of the way in which design decisions impact upon the energy efficiency and environmental friendliness of buildings.
series other
type normal paper
email
last changed 2008/06/12 21:19

_id a900
authors Maver, Thomas W. and Petric, Jelena
year 1995
title Information Technology in the Service of Sustainable Architecture and Urban Design
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 181-185
summary The quality of the built environment depends critically on the concept of sustainability and, in particular, on designs which are energy efficient and environmentally friendly. This paper gives an account of the successful application of computer-based simulations of the physical environment made available to architects through an Energy Design Advisory Service and used parametrically within a research project carried out jointly with a design and build company. It goes on to indicate how emerging multi-media technology can be used to provide an explanation, particularly to those who are technically unsophisticated, of the complexity of the way in which design decisions impact upon the energy efficiency and environmental friendliness of buildings.
keywords Energy Efficiency, Computer Simulation, Multi-Media, Design Decisions
series CAAD Futures
email
last changed 2003/04/16 11:51

_id 778e
authors Gann, D.
year 1994
title Archaeological Site Reconstruction With AutoDesk's 3D Studio
source CSA Newsletter Vol 7:3 Nov 1994
summary 3D Studio is an IBM-compatible computer modeling program that enables users to create three-dimensional renderings of a variety of objects. In its ability to import a wide variety of maps and other images, 3D Studio allows for the realistic rendering of models created within AutoCAD or other 3D CAD packages. Over the past year, the Homol'ovi research program has been utilizing this software to create near photo-realistic renderings of conjectural site models. My own interests in three-dimensional computer modeling developed out of work at the site of Homol'ovi IV, a 150-room pueblo site located near Winslow, Arizona. The site was situated upon a steep 30-meter bluff with a bedrock cap. Approximately 24 rooms were located on top of the bedrock cap, with another 125 rooms situated on the slope of the butte. During the 1989 field season five structures were excavated, while a separate crew worked clearing and mapping the tops of walls. Mapping was accomplished with a Topcon EDM/theodolite station, and a standard map was created from this process. (See Fig. 3.) While the map was sufficient to show the general layout of the site, I remained unsatisfied; a 2D plan view simply did not convey the vertical dimension of the pueblo. At this point the Homol'ovi Research Program purchased a copy of AutoCAD in order to begin exploring three-dimensional mapping and modeling.
series other
last changed 2003/04/23 15:50

_id c882
authors Gantz, John
year 1991
title The Market at Large
source Computer Graphics World. April, 1991. vol. 14: pp. 27-33 : tables
summary The computer graphics market has embarked on a long journey that began somewhere in the 1970s and won't end until the turn of the century. As the worldwide economy experiences a recession, deals with war in the Middle East and the restoration of an Eastern Europe market, the graphics market is in great shape to weather anything the economy throws at it. The article discusses the reasons for that
keywords business, computer graphics
series CADline
last changed 1999/02/12 15:08

_id caadria2021_309
id caadria2021_309
authors Gao, Xiaoni, Guo, Xiangmin and Lo, Tiantian
year 2021
title Digital Infrastructure - A Potential Method for Rural Revitalization through Digitization of Rural Information
doi https://doi.org/10.52842/conf.caadria.2021.2.699
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 2, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 699-708
summary Rural revitalization is becoming a trend to improve the countrys economy. However, due to its remoteness and the infrastructure is not perfect, the village lacks the ability to attract young labor to some extent, reflecting the isolation of rural information. Thus, constructing rural information on digital infrastructure and breaking the barriers between urban and rural areas is based on a digital village and even intelligent village. This paper will discuss the potential of digitizing rural information, using digital information as a bridge between urban and rural areas, and connecting top-down and bottom-up stakeholders through a network or platform to promote rural cultural cognition and attract investment. The new form of rural development is a digital village that integrates rural information datas virtual interaction. The successful construction and promotion of digital villages will promote the revitalization of rural areas and data-driven development in the future information age.
keywords digital infrastructure; rural information; digital data; virtual interaction; digitization
series CAADRIA
email
last changed 2022/06/07 07:50

_id ascaad2016_044
id ascaad2016_044
authors Garagnani, Simone; James Arteaga and Luisa Bravo
year 2016
title Understanding Intangible Cultural Landscapes - Digital tools as a medium to explore the complexity of the urban space
source Parametricism Vs. Materialism: Evolution of Digital Technologies for Development [8th ASCAAD Conference Proceedings ISBN 978-0-9955691-0-2] London (United Kingdom) 7-8 November 2016, pp. 431-436
summary The cultural heritage landscape (CHL) of the urban space in cities is the result of multiple layers of complexity, encompassing both the tangible built environment and intangible cultural values that together influence the living heritage that forms the spirit of place. This paper explores the gap in the intangible and living heritage documentation of CHLs by using a section of public space in the medieval historic centre of Bologna, Italy. Digital technology is used to propose a new paradigm in the study of the complex link between the tangible, intangible and living cultural heritage, co-existing in public spaces of a city’s cultural heritage landscape.
series ASCAAD
email
last changed 2017/05/25 13:33

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