5,331 research outputs found

    Towards building information modelling for existing structures

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    The transformation of cities from the industrial age (unsustainable) to the knowledge age (sustainable) is essentially a ‘whole life cycle’ process consisting of; planning, development, operation, reuse and renewal. During this transformation, a multi-disciplinary knowledge base, created from studies and research about the built environment aspects is fundamental: historical, architectural, archeologically, environmental, social, economic, etc is critical. Although there are a growing number of applications of 3D VR modelling applications, some built environment applications such as disaster management, environmental simulations, computer aided architectural design and planning require more sophisticated models beyond 3D graphical visualization such as multifunctional, interoperable, intelligent, and multi-representational. Advanced digital mapping technologies such as 3D laser scanner technologies can be are enablers for effective e-planning, consultation and communication of users’ views during the planning, design, construction and lifecycle process of the built environment. For example, the 3D laser scanner enables digital documentation of buildings, sites and physical objects for reconstruction and restoration. It also facilitates the creation of educational resources within the built environment, as well as the reconstruction of the built environment. These technologies can be used to drive the productivity gains by promoting a free-flow of information between departments, divisions, offices, and sites; and between themselves, their contractors and partners when the data captured via those technologies are processed and modelled into BIM (Building Information Modelling). The use of these technologies is key enablers to the creation of new approaches to the ‘Whole Life Cycle’ process within the built and human environment for the 21st century. The paper describes the research towards Building Information Modelling for existing structures via the point cloud data captured by the 3D laser scanner technology. A case study building is elaborated to demonstrate how to produce 3D CAD models and BIM models of existing structures based on designated technique

    An approach for real world data modelling with the 3D terrestrial laser scanner for built environment

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    Capturing and modelling 3D information of the built environment is a big challenge. A number of techniques and technologies are now in use. These include EDM, GPS, and photogrammetric application, remote sensing and traditional building surveying applications. However, use of these technologies cannot be practical and efficient in regard to time, cost and accuracy. Furthermore, a multi disciplinary knowledge base, created from the studies and research about the regeneration aspects is fundamental: historical, architectural, archeologically, environmental, social, economic, etc. In order to have an adequate diagnosis of regeneration, it is necessary to describe buildings and surroundings by means of documentation and plans. However, at this point in time the foregoing is considerably far removed from the real situation, since more often than not it is extremely difficult to obtain full documentation and cartography, of an acceptable quality, since the material, constructive pathologies and systems are often insufficient or deficient (flat that simply reflects levels, isolated photographs,..). Sometimes the information in reality exists, but this fact is not known, or it is not easily accessible, leading to the unnecessary duplication of efforts and resources. In this paper, we discussed 3D laser scanning technology, which can acquire high density point data in an accurate, fast way. Besides, the scanner can digitize all the 3D information concerned with a real world object such as buildings, trees and terrain down to millimetre detail Therefore, it can provide benefits for refurbishment process in regeneration in the Built Environment and it can be the potential solution to overcome the challenges above. The paper introduce an approach for scanning buildings, processing the point cloud raw data, and a modelling approach for CAD extraction and building objects classification by a pattern matching approach in IFC (Industry Foundation Classes) format. The approach presented in this paper from an undertaken research can lead to parametric design and Building Information Modelling (BIM) for existing structures. Two case studies are introduced to demonstrate the use of laser scanner technology in the Built Environment. These case studies are the Jactin House Building in East Manchester and the Peel building in the campus of University Salford. Through these case studies, while use of laser scanners are explained, the integration of it with various technologies and systems are also explored for professionals in Built Environmen

    3D MODELING of A COMPLEX BUILDING: From MULTI-VIEW IMAGE FUSION to GOOGLE EARTH PUBLICATION

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    This paper presents a pipeline that aims at illustrating the procedure to realize a 3D model of a complex building integrating the UAV and terrestrial images and modifying the 3D model in order to publish to Google Earth in an interactive modality so as to provide better available models for visualization and use. The main steps of the procedure are the optimization of the UAV flight, the integration of the different UAV and ground floor images and the optimization of the model to be published to GE. The case study has been identified in a building, The Eremo di Santa Rosalia Convent in Sicily which hash more staggered elevations and located in the hills of the hinterland and of which, the online platform only indicate the position on Google Maps (GM) and Google Earth (GE) with a photo from above and a non-urban road whose GM path is not corresponding with the GE photo. The process highlights the integration of the models and showcases a workflow for the publication of the combined 3D model to the GE platform

    Digital modeling of the impact of the 1755 Lisbon earthquake

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    Toys have played a role in the development of 3D skills for architects. As a continuation of this, games, a subgenre of which are city building games, the father of all is SimCity, a variant of construction management games, underlay a socio-economic model. Outgoing from a general view of the role of toys and games in building the skills of architects, we focus on the modelling of the impact of earthquakes on urban areas. The particular case considered is Lisbon 1755, set into the context of related developments such as l'Aquila 2009 and Bucharest 1977. We examined the 3D modelling of the city, which can be the base for computer games, namely the GIS based, Google Earth and Second Life. For all these modells we filled forms which are provided in the annexes, to see the usability and potential improvements, which will be considered in the model we propose. The later builds a game with a socio-economic component, but both later ones have the social component of crowd sourcing participation. The Second Life concept can be extended with narratives of chance like in board games, to realise the immersion like in a novel in the historic time depicted, organising for example virtual events in the public space framework modelled. Different Levels of Detail are identified as necessary in order to on one side identify the landmarks of the image of the city in the perception of inhabitants and tourists and on the other hand to model populations of buildings for future economic studies, based on a structural mechanics instead of statistical approach. Outgoing from this analysis we propose an own concept to model the impact of the 1755 earthquake on Lisbon. We based our concept on the analysis of the space and time aspects in the memory of the pre-disaster city, and considered 72 landmark buildings which can be symbolically modeled as spaces, based on a 2D to 3D concept. Depending on where they were situated, these have been affected by the earthquake or not. We provide besides the overview of the literature on games for architecture on urbanism purposes also this one on memory. This includes on its side a game, for lessons learned in the identification of the landmarks of the city. Apart of the game, there is a guided tour with timeline and the 3D model in itself. Codes are provided. For the analysis we used different views of the city: eye-level, silhouette (from the river) and aerial. This can be the basis of a future augmented reality application including the 3D model and the photos/ engravings of the time. The socio-economic component will be based on the modeling of material resources necessary to retrofit or reconstruct, for the detailedly considered „pombalino” buildings. But first of all identifying the urban morphology through 3D modeling is serving as a basis for master planning, especially the strategic planning of the minimal urban structure, in both preventive pre-earthquake intervention and post-earthquake reconstruction, as aimed for in the „Lisbon in motion” workshop and planned related ones

    Parametric Surfaces for Augmented Architecture representation

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    Augmented Reality (AR) represents a growing communication channel, responding to the need to expand reality with additional information, offering easy and engaging access to digital data. AR for architectural representation allows a simple interaction with 3D models, facilitating spatial understanding of complex volumes and topological relationships between parts, overcoming some limitations related to Virtual Reality. In the last decade different developments in the pipeline process have seen a significant advancement in technological and algorithmic aspects, paying less attention to 3D modeling generation. For this, the article explores the construction of basic geometries for 3D model’s generation, highlighting the relationship between geometry and topology, basic for a consistent normal distribution. Moreover, a critical evaluation about corrective paths of existing 3D models is presented, analysing a complex architectural case study, the virtual model of Villa del Verginese, an emblematic example for topological emerged problems. The final aim of the paper is to refocus attention on 3D model construction, suggesting some "good practices" useful for preventing, minimizing or correcting topological problems, extending the accessibility of AR to people engaged in architectural representation

    A generic formalism for the semantic modeling and representation of architectural elements

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    This article presents a methodological approach to the semantic description of architectural elements based both on theoretical reflections and research experiences. To develop this approach, a first process of extraction and formalization of architectural knowledge on the basis of the analysis of architectural treaties is proposed. Then, the identified features are used to produce a template shape library dedicated to buildings surveying. Finally, the problem of the overall model structuring and organization using semantic information is addressed for user handling purposes

    A web information system for the management and the dissemination of Cultural Heritage data.

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    Safeguarding and exploiting Cultural Heritage induce the production of numerous and heterogeneous data. The management of these data is an essential task for the use and the diffusion of the information gathered on the field. Previously, the data handling was a hand-made task done thanks to efficient and experienced methods. Until the growth of computer science, other methods have been carried out for the digital preservation and treatment of Cultural Heritage information. The development of computerized data management systems to store and make use of archaeological datasets is then a significant task nowadays. Especially for sites that have been excavated and worked without computerized means, it is now necessary to put all the data produced onto computer. This allows preservation of the information digitally (in addition with the paper documents) and offers new exploitation possibilities, like the immediate connection of different kinds of data for analyses, or the digital documentation of the site for its improvement. Geographical Information Systems have proved their potentialities in this scope, but they are not always adapted to the management of features at the scale of a particular archaeological site. Therefore this paper aims to present the development of a Virtual Research Environment dedicated to the exploitation of intra-site Cultural Heritage data. The Information System produced is based on open-source software modules dedicated to the Internet, so users can avoid being software driven and can register and consult data from different computers. The system gives the opportunity to do exploratory analyses of the data, especially at spatial and temporal levels. The system is compliant to every kind of Cultural Heritage site and allows management of diverse types of data. Some experimentation has been done on sites managed by the Service of the National Sites and Monuments of Luxembourg
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