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

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_id ecaade2024_41
id ecaade2024_41
authors Saroglou, Tanya S.; Windorfer, Laura; Grobman, Yasha J.; Barath, Shany
year 2024
title Multi-Species Prototypes for Sustainable Environments: How does a living wall design affect air pollution in a typical street section?
doi https://doi.org/10.52842/conf.ecaade.2024.2.357
source Kontovourkis, O, Phocas, MC and Wurzer, G (eds.), Data-Driven Intelligence - Proceedings of the 42nd Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2024), Nicosia, 11-13 September 2024, Volume 2, pp. 357–364
summary This paper studies the effect of trees and living walls designs in the urban environment, as a measure for increasing biodiversity and enhancing urban air quality. The chosen location is a neighborhood plot in the Mediterranean climate of Tel Aviv, with vibrant pedestrian activity. Simulations are performed using the urban pollution dispersion tool in ENVI-met, for a high-traffic and a low-traffic inner city road, with a focus on airborne particle matter (PM) concentrations. Results depict a winter day that air quality standards were moderate. The different scenarios, with and without trees, and different % of living wall designs and vegetative volumes brought about considerable reductions in airborne PM concentrations. However, the reductions still failed to reach WHO recommended air quality standards. Results point out towards a more holistic framework of green infrastructure strategies that may also include green walls, bicycle routes, less vehicle access, and more.
keywords Urban neighborhood, Living Walls, PM concentration, ENVI-met
series eCAADe
email
last changed 2024/11/17 22:05

_id ecaade2022_346
id ecaade2022_346
authors Sartorius, Marie P. and von Both, Petra
year 2022
title Rule-Based Design for the Integration of Humanoid Assistance Robotics into the Living Environment of Senior Citizens
doi https://doi.org/10.52842/conf.ecaade.2022.2.367
source Pak, B, Wurzer, G and Stouffs, R (eds.), Co-creating the Future: Inclusion in and through Design - Proceedings of the 40th Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2022) - Volume 2, Ghent, 13-16 September 2022, pp. 367–376
summary The following paper deals with the hypothesis that in a few years, the everyday lives of seniors and those in need of care will be considerably facilitated by using humanoid assistance robots to improve and prolong their independent lives. The interdisciplinary research project JuBOT of the Karl-Zeiss Foundation deals with developing and applying AI-supported humanoid robots in seniors living spaces. In the research area of architecture, several questions arise in the sense of co-design: Which requirements and design rules can be derived and generalised to develop suitable typologies? And how can these requirements of robotics and buildings be integrated into a digital design process? In this matter, a master thesis identified and categorised areas of action for the assistance robot through a user- and function-based analysis process. Afterwards, a proposal for a generalisable typology for residential modules has been developed, applied, and evaluated. In addition to gaining architectural knowledge, the JuBOT project is also about implementing a suitable digital design process. Thus, the identified planning requirements must be implemented in a BIM-based checking process (ModelCheck).
keywords Senior Residence, Accessibility, Care Concept, Living Concept, Architectural Psychology, Assistant Robot, BIM, Building Information Modeling, ModelCheck
series eCAADe
email
last changed 2024/04/22 07:10

_id 80a1
authors Sasada, Tsuyoshi Tee
year 1986
title Computer-Generated Animation for Architecture and Urban Design
doi https://doi.org/10.52842/conf.ecaade.1986.285
source Teaching and Research Experience with CAAD [4th eCAADe Conference Proceedings] Rome (Italy) 11-13 September 1986, pp. 285-294
summary Computer-generated animations are going to be a powerful design medium. During the last two years, we have created more than 10 animated films by using the computer. The purpose of animation varies as the case, however it is always related to the architecture and urban design. Using these computer-generated animation films, we edited a video tape of 54 minutes. Along with the video tape, this report shows our works in four parts with pictures taken from the films.
series eCAADe
last changed 2022/06/07 07:57

_id f85b
authors Sasada, Tsuyoshi
year 1995
title Computer Graphics as a Communication Medium in the Design Process
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 3-5
summary During the last ten years at the Sasada Lab of Osaka University, we have been using Computer graphics for presentation, design review, and design for practical architectural design projects. Computer graphics, including computer generated animation, is a powerful communication medium, and makes collaborative work easy. Nowadays, computer graphics technology is melting with networking technology, and many hot new technologies are being created. Among these new technologies, we find technologies such as VRML and 3-D browsers that should be the key to progress for 3-D design in an architectural design process. This paper demonstrates how these new technologies solve Problems of 3-D design in the architectural design process.
keywords Computer Graphics, 3-D Design, VRML, 3-D Browsing, Collaborative Work
series CAAD Futures
last changed 1999/08/03 17:16

_id cf2005_1_72_160
id cf2005_1_72_160
authors SASS Lawrence
year 2005
title Wood Frame Grammar
source Computer Aided Architectural Design Futures 2005 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-3460-1] Vienna (Austria) 20–22 June 2005, pp. 383-392
summary This paper demonstrates a novel method to generate house designs completely from 3/4” plywood sheets. A shape grammar routine is employed to divide an initial solid shape into constructible components for fabrication by CNC wood routing. The paper demonstrates programmable functions that can be performed using CAD scripting. Future goals for the grammar are to develop CAD programs for digital fabrication using CNC routers. The programs will automate the fabrication process allowing the designer to focus on the visual aspect of design evaluation at any scale with little concern for constructability.
keywords CNC , shape grammars, scripting
series CAAD Futures
email
last changed 2006/11/07 07:27

_id 2004_095
id 2004_095
authors Sass, Larry
year 2004
title Design for Self Assembly of Building Components using Rapid Prototyping
doi https://doi.org/10.52842/conf.ecaade.2004.095
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 95-104
summary Design of assemblies will become an area of study when using rapid prototyping devices in the architectural design process becomes standard practice. This paper is a presentation of a design process study focused on understanding a method of working with rapid prototyping devices in a creative design process. This paper has an emphasis is on the creation of physically large models. These models are built from many layers of detail and are too large to print on a conventional 3D building device (3D printer). In response to this is a proposal to design assemblies as a means to create models of parts manufactured with rapid prototyping devices. Design for Assembly (DFA) becomes an exclusive process within this method of model making. Designing assemblies as part of a creative design enterprise offers greater knowledge of the building's construct at an early stage of the process. As an example, there are three physical models built from 3D CAD descriptions for this study. These models are manufactured from various rapid prototyping devices and differing processes of assembly. They are evidence of DFA as a necessary process in architectural design when using rapid prototyping devices.
keywords Digital Fabrication, Design Methods, Design for Assembly
series eCAADe
last changed 2022/06/07 07:57

_id caadria2010_099
id caadria2010_099
authors Sass, Lawrence
year 2010
title Invited commentary - The next revolution: digital building kits: materialising designs with digital fabrication
doi https://doi.org/10.52842/conf.caadria.2010.545
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 545-553
summary Novice designers are gaining increased access to CAD tools for design computing and digital fabrication that were once exclusively used by expert designers. As evidenced by the rise in manufacturing incubation facilities, novices can prototype their ideas in ways similar to expert designers. Also available for novice designers are online rendering consultants, online manufacturing and online ecommerce as a way to distribute and sell products. Discussed here are the reasons for this emergence, complications when using design and digital fabrication as a standard mode of production and new focus for experts.
keywords Digital fabrication; sustainable design
series CAADRIA
email
last changed 2022/06/07 07:57

_id 975b
authors Sato, I., Sato, Y. and Ikeuchi, K.
year 1999
title Acquiring a Radiance Distribution to Superimpose Virtual Objects onto a Real Scene
source IEEE Transactions on Visualization and Computer Graphics, vol. 5, no. 1, pp. 1-12, March 1999
summary This paper describes a new method for superimposing virtual objects with correct shadings onto an image of a real scene. Unlike the previously proposed methods, our method can measure a radiance distribution of a real scene automatically and use it for superimposing virtual objects appropriately onto a real scene. First, a geometric model of the scene is constructed from a pair of omnidirectional images by using an omnidirectional stereo algorithm. Then, radiance of the scene is computed from a sequence of omnidirectional images taken with different shutter speeds and mapped onto the constructed geometric model. The radiance distribution mapped onto the geometric model is used for rendering virtual objects superimposed onto the scene image. As a result, even for a complex radiance distribution, our method can superimpose virtual objects with convincing shadings and shadows cast onto the real scene. We successfully tested the proposed method by using real images to show its effectiveness.
series journal paper
last changed 2003/04/23 15:50

_id 5840
authors Sato, I., Sato, Y. and Ikeuchi, K.
year 1999
title Illumination distribution from brightness in shadows: adaptive estimation of illumination distribution with unknown reflectance properties in shadow regions
source Proceedings IEEE Conference on Computer Vision and Pattern Recognition 99, pp. 875-882, September 1999
summary This paper describes a new method for estimating the illumination distribution of a real scene from a radiance distribution inside shadows cast by an object in the scene. First, the illumination distribution of the scene is approximated by discrete sampling of an extended light source. Then the illumination distribution of the scene is estimated from a radiance distribution inside shadows cast by an object of known shape onto another object in the scene. Instead of assuming any particular reflectance properties of the surface inside the shadows, both the illumination distribution of the scene and the reflectance properties of the surface are estimated simultaneously, based on iterative optimization framework. In addition, this paper introduces an adaptive sampling of the illumination distribution of a scene. Rather than using a uniform discretization of the overall illumination distribution, we adaptively increase sampling directions of the illumination distribution based on the estimation at the previous iteration. Using the adaptive sampling framework, we are able to estimate overall illumination more efficiently by using fewer sampling directions. The proposed method is effective for estimating an illumination distribution even under a complex illumination environment.
series other
last changed 2003/04/23 15:50

_id d3d4
authors Sato, Tomoya and Hagiwara, Masafumi
year 2001
title IDSET: Interactive Design System using Evolutionary Techniques
source Computer-Aided Design, Vol. 33 (5) (2001) pp. 367-377
summary In this paper, we propose a tool-creating support system named IDSET (Interactive Design System using Evolutionary Techniques). Two kinds of Stages are used in theproposed IDSET: Stages where fundamental shapes are generated and Stages where they are combined. At each Stage, new shapes are generated by the system usingevolutionary techniques, and they are shown to the user. The user's creativity is stimulated by this process. Since the system begins with creating parts instead of usingparts that are prepared in advance, various novel tools can be formed. The user only has to evaluate the displayed tools, not to have to make them. A system to create toolsthat are composed of two fundamental parts has been implemented as an example of the proposed system. Computer experiments have been carried out, and various toolsand artistic shapes have been created. Some shapes which human beings could not easily envisage were included in the created shapes. This underlines the effectiveness ofthe proposed IDSET.
keywords Interactive Design, Evolutionary Techniques, Tool-Creating Support System
series journal paper
last changed 2003/05/15 21:33

_id e76c
authors Sato, Y., Wheeler, M.D. and Ikeuchi, K.
year 1997
title Object shape and reflectance modeling from observation
source Proceedings of SIGGRAPH 97, pp. 379-387, August, 1997
summary An object model for computer graphics applications should contain two aspects of information: shape and reflectance properties of the object. A number of techniques have been developed for modeling object shapes by observing real objects. In contrast, attempts to model reflectance properties of real objects have been rather limited. In most cases, modeled reflectance properties are too simple or too complicated to be used for synthesizing realistic images of the object. In this paper, we propose a new method for modeling object reflectance properties, as well as object shapes, by observing real objects. First, an object surface shape is reconstructed by merging multiple range images of the object. By using the reconstructed object shape and a sequence of color images of the object, parameters of a reflection model are estimated in a robust manner. The key point of the proposed method is that, first, the diffuse and specular reflection components are separated from the color image sequence, and then, reflectance parameters of each reflection component are estimated separately. This approach enables estimation of reflectance properties of real objects whose surfaces show specularity as well as diffusely reflected lights. The recovered object shape and reflectance properties are then used for synthesizing object images with realistic shading effects under arbitrary illumination conditions.
series other
last changed 2003/04/23 15:50

_id sigradi2020_196
id sigradi2020_196
authors Saucedo, Santiago; Tosello, María Elena
year 2020
title Bioclimatic generative design: energy optimizing skins
source SIGraDi 2020 [Proceedings of the 24th Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Online Conference 18 - 20 November 2020, pp. 196-202
summary Efficiency in the use of energy is one of the needs of contemporary times. Using the new instruments to bioclimatic design, opens up new possibilities. This study aimed to design generative processes that allow us to determine the best locations for different envelopes, through digital simulations related to a real environment. Being an investigation for design purposes, three types of actions were carried out: analyze, project and evaluate. The activities are developed from the logics of the parametric design; therefore, the processes are dynamic and allow variations, being able to be adjusted and repeated in any location in the world.
keywords Parametric design, Dynamic system, Design processes, NURBS, Sustainable architecture
series SIGraDi
email
last changed 2021/07/16 11:48

_id f913
authors Sauda, Eric
year 2002
title Architecture User Interface
doi https://doi.org/10.52842/conf.ecaade.2002.164
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 164-167
summary Architectural User Interface is the name of a design studio at the College of Architecture at the University of North Carolina at Charlotte whose goal is to extend the computer interface into architectural space and engage in the design and construction of digitally enhanced architectural settings. These projects attempt to move the computer from representation to the media of architecture itself. The most promising avenues for further exploration are centered on using new conceptualization of time and space as means of architectural composition.
series eCAADe
email
last changed 2022/06/07 07:57

_id aca9
authors Saund, E. and Moran, T.P.
year 1994
title A Perceptually- Supported Sketch Editor
source Proc. UIST 94, Marina del Rey, CA 175-184
summary The human visual system makes a great deal more of images than the elemental marks on a surface. In the course of viewing, creating, or editing a picture, we actively construct a host of visual structures and relationships as components of sensible interpretations. This paper shows how some of these computational processes can be incorporated into peneptuallysupported image editing tools, enabling machines to better engage users at the level of their own percepts. We focus on the domain of freehand sketch editors, such as an electronic whiteboard application for a pen-based computer. By using computer vision techniques to perform covert recognition of visual structure as it emerges during the course of a drawingkditing session, a perceptually supported image editor gives users access to visual objects as they are perceived by the human visual system. We present a flexible image interpretation architecture based on token grouping in a multiscale blackboard data structure. This organization supports multiple perceptual interpretations of line drawing data, domain-specific knowledge bases for interpretable visual structures, and gesture-based selection of visual objects. A system implementing these ideas, called Per-Sketch, begins to explore a new space of WYPIWYG (What Your Perceive Is What You Get) image editing tools.
series other
last changed 2003/04/23 15:50

_id 5830
authors Saunders, Rob and Gero, John S.
year 2002
title Curious Agents and Situated Design Evaluations
source Gero JS and Brazier FMT (eds) (2002) Agents in Design 2002. Key Centre of Design Computing and Cognition, University of Sydney, pp. 133-149
summary This paper presents a possible future direction for agentbased simulation using complex agents that can learn from experience and report their individual evaluations. Adding learning to the agent model permits the simulation of potentially important agent behaviour such as curiosity. The agents can then report evaluations of a design that are situated in their individual experience, such as their level of interest as they explore. The paper describes the architecture of curious agents that can be used in the situated evaluation of designs. It then describes an example of the application of such curious agents in the evaluation of the curating of an exhibition in an art gallery.
series other
email
last changed 2003/05/10 10:16

_id caadria2007_179
id caadria2007_179
authors Saunders, Rob; Mary Lou Maher and Kathryn Merrick
year 2007
title Learning Models for a Curious Place
doi https://doi.org/10.52842/conf.caadria.2007.x.b9t
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary A ‘curious place’ is an intelligent environment that is motivated to behave in a curious manner about activities that happen within the space. Recent research into self-motivated agents supports the development of physical places that can respond with curiosity towards novel events. This paper presents learning models suitable for developing curious places using agents and agent societies. These models are discussed with reference to a ‘curious research space’ we are developing as an example of a curious place.
series CAADRIA
email
last changed 2022/06/07 07:50

_id 25d0
authors Sauter, Stevel L., Gottlieb, Mark S. and Jones, Karen C. (et al)
year 1983
title Job and Health Implications of VDT Use : Initial Results of the Wisconsin-NIOSH Study
source Communications of the ACM April, 1983. vol. 26: pp.284-294 : tables. includes bibliography.
summary Magnitudes and correlates of stress were investigated among 248 office workplace VDT users and 85 nonuser counterpart using field survey and objective physical measurement technique. Other than a tenuous indication of increased eyestrain and reduced psychological disturbances among users, the two groups were largely undifferentiated on job- attitudinal, affective, and somatic manifestations of stress. However, aspects of working conditions were judged less favorable by VDT users. Stress mechanisms were much the same for both groups, involving psychosocial as well as physical environmental job attributes
keywords For VDT users, the chair and workstation configuration were particularly important predictors of musculo-skeletal disturbances, as were corrective eyewear use and ambient lighting for visuo-ocular
series CADline
last changed 2003/06/02 10:24

_id b587
authors Saux, E. and Daniel, M.
year 1999
title Data reduction of polygonal curves using B-splines
source Computer-Aided Design, Vol. 31 (8) (1999) pp. 507-515
summary We present a new method for data reduction of polygonal curves. Representation by means of a list of points does not provide fair curve models that may have complex andvarying shapes. We suggest a different technique based on fitting B-spline curves. This algorithm reaches high data reduction rates while producing fair approximations evenfor the most complex curves. We apply our technique to cartographic data but the method is suitable for any application where the number of data points must be greatlyreduced.
keywords Data Reduction, Accuracy Criterion, B-Splines, Smoothing
series journal paper
email
last changed 2003/05/15 21:33

_id acadia17_534
id acadia17_534
authors Savov, Anton; Tessmann, Oliver
year 2017
title Introduction to Playable Voxel-Shape Grammars
doi https://doi.org/10.52842/conf.acadia.2017.534
source ACADIA 2017: DISCIPLINES & DISRUPTION [Proceedings of the 37th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-96506-1] Cambridge, MA 2-4 November, 2017), pp. 534- 543
summary A shape grammar is a collection of visually defined geometric rules that could be used to automate the generation of formal representations of designs for buildings, cities, products and more. We offer an extension of the shape grammar formalism based entirely on voxel space instead of vectors, which we used for the generation of schematic architectural designs. We describe a method using playability to increase human agency and designer control over the outcome of the generative phase of voxel-shape grammars. The method is presented with an implementation in the environment of Minecraft and employs three guidance mechanisms. To conclude we list a few considerations from our experience in the design of a playable, voxel-shape grammar and point to future work.
keywords design methods; information processing; game engines; generative system; crowdsourcing
series ACADIA
email
last changed 2022/06/07 07:57

_id 7670
authors Sawicki, Bogumil
year 1995
title Ray Tracing – New Chances, Possibilities and Limitations in AutoCAD
source CAD Space [Proceedings of the III International Conference Computer in Architectural Design] Bialystock 27-29 April 1995, pp. 121-136
summary Realistic image synthesis is nowadays widely used in engineering applications. Some of these applications, such as architectural, interior, lighting and industrial design demand accurate visualization of non-existent scenes as they would look to us, when built in reality. This can only be archived by using physically based models of light interaction with surfaces, and simulating propagation of light through an environment. Ray tracing is one of the most powerful techniques used in computer graphics, which can produce such very realistic images. Ray tracing algorithm follows the paths of light rays backwards from observer into the scene. It is very time consuming process and as such one could not be developed until proper computers appeared, In recent years the technological improvements in computer industry brought more powerful machines with bigger storage capacities and better graphic devices. Owing to increasing these hardware capabilities successful implementation of ray tracing in different CAD software became possible also on PC machines. Ray tracing in AutoCAD r.12 - the most popular CAD package in the world - is the best of that example. AccuRender and AutoVision are an AutoCAD Development System (ADS) applications that use ray tracing to create photorealistic images from 3D AutoCAD models. These ,internal"' applications let users generate synthetic images of threedimensional models and scenes entirely within AutoCAD space and show effects directly on main AutoCAD screen. Ray tracing algorithm accurately calculates and displays shadows, transparency, diffusion, reflection, and refraction from surface qualities of user-defined materials. The accurate modelling of light lets produce sophisticated effects and high-quality images, which these ray tracers always generates at 24-bit pixel depth,"providing 16,7 million colours. That results can be quite impressive for some architects and are almost acceptable for others but that coloured virtual world, which is presented by ray tracing in AutoCAD space in such convincing way, is still not exactly the same as the real world. Main limitations of realism are due to the nature of ray tracing method Classical ray tracing technique takes into account the effects of light reflection from neighbouring surfaces but, leaves out of account the ambient and global illumination arising out of complex interreflections in an environment. So models generated by ray tracing belong to an "ideal" world where real materials and environment can't find their right place. We complain about that fact and say that ray tracing shows us "too specular world", but (...) (...) there is anything better on the horizon? It should be concluded, that typical abilities of today's graphics software and hardware are far from exploited. As was observed in literature there have been various works carried along with the explicit intention of overcoming all these ray tracing limitations, These researches seem to be very promising and let us hope that their results will be seen in CAD applications soon. As it happens with modelling, perhaps the answer will come from a variety of techniques that can be combined together with ray tracing depending on the case we are dealing with. Therefore from the point of view of an architects that try to keep alive some interest on the nature of materials and their interaction with form, "ray tracing" seems to be right path of research and development that we can still a long way follow, From the point of view of the school, a critical assimilation of "ray tracing" processes is required and one that might help to determinate exactly their distortions and to indicate the correct way of its development and right place in CAAD education. I trust that ray tracing will become standard not only in AutoCAD but in all architectural space modelling CAD applications and will be established as a powerful and real tool for experimental researches in architectural design process. Will be the technological progress so significant in the nearest future as it is anticipated?
series plCAD
last changed 2000/01/24 10:08

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