id |
caadria2014_254 |
authors |
Tuker, Cetin and Halil Erhan |
year |
2014 |
title |
An Architectural Modeling Method for Game Environments and Visualization |
source |
Rethinking Comprehensive Design: Speculative Counterculture, Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014) / Kyoto 14-16 May 2014, pp. 605–614 |
doi |
https://doi.org/10.52842/conf.caadria.2014.605
|
summary |
Modeling 3D architectural environments for games and design visualization is different than modelling for other purposes, such as for construction. These models include only the outer surfaces as ‘skin’ structures of the facades for rendering for which existing tools are too complex. After interviewing fourteen domain experts and evaluating available modelling tools, we observed a need for new modelling methods for rapid visualizations that leaves redundant model parts out for efficiency. We have developed a surface modelling method and a formalism for modelling architectural environments by slicing a building into layers with strips of façade element sequences. In the first prototype, we focused on parametric structures using userdefined architectonic vocabulary such as voids and solids. We conducted an expert review study with four participants: two user-experience and two domain experts. All participants responded that the method is easy to learn even for non-experts. Based on the tasks completed, they agreed that the method can speed the process of modelling large continuous façades, single-mass single-storey geometries, and repetitive floor layers; they also made suggestions for improvement. The results from the initial evaluation show that the method presented has some merits to be used in practice. |
keywords |
3D modelling; facade reconstruction; game; visualization |
series |
CAADRIA |
email |
|
full text |
file.pdf (706,800 bytes) |
references |
Content-type: text/plain
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last changed |
2022/06/07 07:57 |
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