520 research outputs found

    GIS and urban design

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    Although urban planning has used computer models and information systems sincethe 1950s and architectural practice has recently restructured to the use of computeraideddesign (CAD) and computer drafting software, urban design has hardly beentouched by the digital world. This is about to change as very fine scale spatial datarelevant to such design becomes routinely available, as 2dimensional GIS(geographic information systems) become linked to 3dimensional CAD packages,and as other kinds of photorealistic media are increasingly being fused with thesesoftware. In this chapter, we present the role of GIS in urban design, outlining whatcurrent desktop software is capable of and showing how various new techniques canbe developed which make such software highly suitable as basis for urban design.We first outline the nature of urban design and then present ideas about how varioussoftware might form a tool kit to aid its process. We then look in turn at: utilisingstandard mapping capabilities within GIS relevant to urban design; buildingfunctional extensions to GIS which measure local scale accessibility; providingsketch planning capability in GIS and linking 2-d to 3-d visualisations using low costnet-enabled CAD browsers. We finally conclude with some speculations on thefuture of GIS for urban design across networks whereby a wide range of participantsmight engage in the design process digitally but remotely

    A survey of techniques and technologies for web-based real-time interactive rendering

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    When exploring a virtual environment, realism depends mainly on two factors: realistic images and real-time feedback (motions, behaviour etc.). In this context, photo realism and physical validity of computer generated images required by emerging applications, such as advanced e-commerce, still impose major challenges in the area of rendering research whereas the complexity of lighting phenomena further requires powerful and predictable computing if time constraints must be attained. In this technical report we address the state-of-the-art on rendering, trying to put the focus on approaches, techniques and technologies that might enable real-time interactive web-based clientserver rendering systems. The focus is on the end-systems and not the networking technologies used to interconnect client(s) and server(s).Siemens; Bertelsmann mediaSystems GmbH; Eptron Multimedia; Instituto Politécnico do Porto - ISEP-IPP; Institute Laboratory for Mixed Realities at the Academy of Media Arts Cologne, LMR; Mälardalen Real-Time Research Centre (MRTC) at Mälardalen University in Västerås; Q-Systems

    Local Color Voxel and Spatial Pattern for 3D Textured Recognition

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    3D textured retrieval including shape, color dan pattern is still a challenging research. Some approaches are proposed, but voxel-based approach has not much been made yet, where by using this approach, it still keeps both geometry and texture information. It also maps all 3D models into the same dimension. Based on this fact, a novel voxel pattern based is proposed by considering local pattern on a voxel called local color voxel pattern (LCVP). Voxels textured is observed by considering voxel to its neighbors. LCVP is computed around each voxel to its neighbors. LCVP value will indicate uniq pattern on each 3D models. LCVP also quantizes color on each voxel to generate a specific pattern. Shift and reflection circular also will be done. In an additional way, inspired by promising recent results from image processing, this paper also implement spatial pattern which utilizing Weber, Oriented Gradient to extract global spatial descriptor. Finally, a combination of local spectra and spatial and established global features approach called multi Fourier descriptor are proposed. For optimal retrieval, the rank combination is performed between local and global approaches. Experiments were performed by using dataset SHREC'13 and SHREC'14 and showed that the proposed method could outperform some performances to state-of-the-art

    Rapid Prototyping for Virtual Environments

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    Development of Virtual Environment (VE) applications is challenging where application developers are required to have expertise in the target VE technologies along with the problem domain expertise. New VE technologies impose a significant learning curve to even the most experienced VE developer. The proposed solution relies on synthesis to automate the migration of a VE application to a new unfamiliar VE platform/technology. To solve the problem, the Common Scene Definition Framework (CSDF) is developed, that serves as a superset/model representation of the target virtual world. Input modules are developed to populate the framework with the capabilities of the virtual world imported from VRML 2.0 and X3D formats. The synthesis capability is built into the framework to synthesize the virtual world into a subset of VRML 2.0, VRML 1.0, X3D, Java3D, JavaFX, JavaME, and OpenGL technologies, which may reside on different platforms. Interfaces are designed to keep the framework extensible to different and new VE formats/technologies. The framework demonstrated the ability to quickly synthesize a working prototype of the input virtual environment in different VE formats

    Interactions in Virtual Worlds:Proceedings Twente Workshop on Language Technology 15

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    Virtual reality-based cloud BIM platform for integrated AEC projects

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    Building Information Modelling (BIM) has demonstrated the need for integrating collaborative design teams’ “project data”, to not only help coordinate the design, engineering, fabrication, construction, and maintenance of various trades, but also facilitate project integration and interchange. Numerous potential benefits have inspired several countries to consider the implications of implementing BIM Level 3 (Cloud) as an innovative way of further enhancing the design, management and delivery process, ergo - a paradigm shift towards Integrated Project Delivery (IPD). Amongst the myriad of the available innovative approaches, web-based platforms are particularly beneficial for integrating visualisation components to give continuous sharing of relevant information for geographically dispersed end users. This study presents a game environment supported by a web-based Virtual Reality cloud platform for integrated AEC projects. This paper further explains the adapted Unified-Software-Development-Process of specifying this cloud computing platform, which employed iterative phases of Elaboration, Construction and Transition. This study presents new understanding and insight into the causal drivers and influences associated with successful decision-making design in non-collocated design teams. Research findings form a stepping-stone for developing new relationship models in collaborative environments, particularly gaming interfaces

    Local Color Voxel and Spatial Pattern for 3D Textured Recognition

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