223 research outputs found

    3D Reconstruction of Building Rooftop and Power Line Models in Right-of-Ways Using Airborne LiDAR Data

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    The research objectives aimed to achieve thorough the thesis are to develop methods for reconstructing models of building and PL objects of interest in the power line (PL) corridor area from airborne LiDAR data. For this, it is mainly concerned with the model selection problem for which model is more optimal in representing the given data set. This means that the parametric relations and geometry of object shapes are unknowns and optimally determined by the verification of hypothetical models. Therefore, the proposed method achieves high adaptability to the complex geometric forms of building and PL objects. For the building modeling, the method of implicit geometric regularization is proposed to rectify noisy building outline vectors which are due to noisy data. A cost function for the regularization process is designed based on Minimum Description Length (MDL) theory, which favours smaller deviation between a model and observation as well as orthogonal and parallel properties between polylines. Next, a new approach, called Piecewise Model Growing (PMG), is proposed for 3D PL model reconstruction using a catenary curve model. It piece-wisely grows to capture all PL points of interest and thus produces a full PL 3D model. However, the proposed method is limited to the PL scene complexity, which causes PL modeling errors such as partial, under- and over-modeling errors. To correct the incompletion of PL models, the inner and across span analysis are carried out, which leads to replace erroneous PL segments by precise PL models. The inner span analysis is performed based on the MDL theory to correct under- and over-modeling errors. The across span analysis is subsequently carried out to correct partial-modeling errors by finding start and end positions of PLs which denotes Point Of Attachment (POA). As a result, this thesis addresses not only geometrically describing building and PL objects but also dealing with noisy data which causes the incompletion of models. In the practical aspects, the results of building and PL modeling should be essential to effectively analyze a PL scene and quickly alleviate the potentially hazardous scenarios jeopardizing the PL system

    An investigation into semi-automated 3D city modelling

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    Creating three dimensional digital representations of urban areas, also known as 3D city modelling, is essential in many applications, such as urban planning, radio frequency signal propagation, flight simulation and vehicle navigation, which are of increasing importance in modern society urban centres. The main aim of the thesis is the development of a semi-automated, innovative workflow for creating 3D city models using aerial photographs and LiDAR data collected from various airborne sensors. The complexity of this aim necessitates the development of an efficient and reliable way to progress from manually intensive operations to an increased level of automation. The proposed methodology exploits the combination of different datasets, also known as data fusion, to achieve reliable results in different study areas. Data fusion techniques are used to combine linear features, extracted from aerial photographs, with either LiDAR data or any other source available including Very Dense Digital Surface Models (VDDSMs). The research proposes a method which employs a semi automated technique for 3D city modelling by fusing LiDAR if available or VDDSMs with 3D linear features extracted from stereo pairs of photographs. The building detection and the generation of the building footprint is performed with the use of a plane fitting algorithm on the LiDAR or VDDSMs using conditions based on the slope of the roofs and the minimum size of the buildings. The initial building footprint is subsequently generalized using a simplification algorithm that enhances the orthogonality between the individual linear segments within a defined tolerance. The final refinement of the building outline is performed for each linear segment using the filtered stereo matched points with a least squares estimation. The digital reconstruction of the roof shapes is performed by implementing a least squares-plane fitting algorithm on the classified VDDSMs, which is restricted by the building outlines, the minimum size of the planes and the maximum height tolerance between adjacent 3D points. Subsequently neighbouring planes are merged using Boolean operations for generation of solid features. The results indicate very detailed building models. Various roof details such as dormers and chimneys are successfully reconstructed in most cases

    The machine refinement of raw graphic data for translation into a low level data base for computer aided architectural design (CAAD).

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    It is argued that a significant feature which acts as a disincentive against the adoption of CAAD systems by small private architectural practices, is the awkwardness of communicating with computers when compared with traditional drawing board techniques. This consideration, although not perhaps the dominant feature, may be mitigated by the development of systems in which the onus of communicating is placed on the machine, through the medium of an architect's sketch plan drawing. In reaching this conclusion, a design morphology is suggested, in which the creative generation of building designs is set in the context of the development of a 'data-base' of information which completely and consistently describes the architect's hypothetical building solution. This thesis describes research carried out by the author between 1981 and 1984, and describes the theory, development and application of algorithms to interpret architect's sketch plan drawings, and hence permit the encoding of building geometries for CAAD applications programs

    An investigation into semi-automated 3D city modelling

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    Creating three dimensional digital representations of urban areas, also known as 3D city modelling, is essential in many applications, such as urban planning, radio frequency signal propagation, flight simulation and vehicle navigation, which are of increasing importance in modern society urban centres. The main aim of the thesis is the development of a semi-automated, innovative workflow for creating 3D city models using aerial photographs and LiDAR data collected from various airborne sensors. The complexity of this aim necessitates the development of an efficient and reliable way to progress from manually intensive operations to an increased level of automation. The proposed methodology exploits the combination of different datasets, also known as data fusion, to achieve reliable results in different study areas. Data fusion techniques are used to combine linear features, extracted from aerial photographs, with either LiDAR data or any other source available including Very Dense Digital Surface Models (VDDSMs). The research proposes a method which employs a semi automated technique for 3D city modelling by fusing LiDAR if available or VDDSMs with 3D linear features extracted from stereo pairs of photographs. The building detection and the generation of the building footprint is performed with the use of a plane fitting algorithm on the LiDAR or VDDSMs using conditions based on the slope of the roofs and the minimum size of the buildings. The initial building footprint is subsequently generalized using a simplification algorithm that enhances the orthogonality between the individual linear segments within a defined tolerance. The final refinement of the building outline is performed for each linear segment using the filtered stereo matched points with a least squares estimation. The digital reconstruction of the roof shapes is performed by implementing a least squares-plane fitting algorithm on the classified VDDSMs, which is restricted by the building outlines, the minimum size of the planes and the maximum height tolerance between adjacent 3D points. Subsequently neighbouring planes are merged using Boolean operations for generation of solid features. The results indicate very detailed building models. Various roof details such as dormers and chimneys are successfully reconstructed in most cases

    Responsive Architecture

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    This book is a collection of articles that have been published in the Special Issue “Responsive Architecture” of the MDPI journal Buildings. The eleven articles within cover various areas of sensitive architecture, including the design of packaging structures reacting to supporting components; structural efficiency of bent columns in indigenous houses; roof forms responsive to buildings depending on their resiliently transformed steel shell parts; creative design of building free shapes covered with transformed shells; artistic structural concepts of the architect and civil engineer; digitally designed airport terminal using wind analysis; rationalized shaping of sensitive curvilinear steel construction; interactive stories of responsive architecture; transformed shell roof constructions as the main determinant in the creative shaping of buildings without shapes that are sensitive to man-made and natural environments; thermally sensitive performances of a special shielding envelope on balconies; quantification of generality and adaptability of building layout using the SAGA method; and influence of initial conditions on the simulation of the transient temperature field inside a wall

    North Windham Building Character-Based Codes

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    City-Scaled Digital Documentation: A Comparative Analysis of Digital Documentation Technologies for Recording Architectural Heritage

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    The historic preservation field, enabled by advances in technology, has demonstrated an increased interest in digitizing cultural heritage sites and historic structures. Increases in software capabilities as well as greater affordability has fostered augmented use of digital documentation technologies for architectural heritage applications. Literature establishes four prominent categories of digital documentation tools for preservation: laser scanning, photogrammetry, multimedia geographic information systems (GIS) and three-dimensional modeling. Thoroughly explored through published case studies, the documentation techniques for recording heritage are most often integrated. Scholarly literature does not provide a parallel comparison of the four technologies. A comparative analysis of the four techniques, as presented in this thesis, makes it possible for cities to understand the most applicable technique for their preservation objectives. The thesis analyzes four cases studies that employ applications of the technologies: New Orleans Laser Scanning, University of Maryland Photogrammetry, Historic Columbia Maps Project and the Virtual Historic Savannah Project. Following this, the thesis undertakes a trial of each documentation technology – laser scanning, photogrammetry, multimedia GIS and three-dimensional modeling – utilizing a block on Church Street between Queen and Chalmers streets within the Charleston Historic District. The apparent outcomes of each of the four techniques is analyzed according to a series of parameters including: audience, application, efficacy in recordation, refinement, expertise required, manageability of the product, labor intensity and necessary institutional capacity. A concluding matrix quantifies the capability of each of the technologies in terms of the parameters. This method furnishes a parallel comparison of the techniques and their efficacy in architectural heritage documentation within mid-sized cities

    Procedural content generation for games

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    Virtual worlds play an increasingly important role in game development today. Whether in the entertainment industry, education, collaboration or data visualization - virtual space offers a freely definable environment that can be adapted to any purpose. Nevertheless, the creation of complex worlds is time-consuming and cost-intensive. A classic example for the use of a virtual world is a driving simulator where learner drivers can test their skills. The goal of the generation process is to model a realistic city that is large enough to move around for a long time without constantly passing places that have already been seen. Streets must be realistically modeled, have intersections, represent highways and country roads and create an image through buildings that create the greatest possible immersion in the virtual world. But there is still a lack of life. Pedestrians have to populate the streets in large numbers, other cars have to take part in the traffic, and a driving instructor has to sit next to the learner driver, commenting on the actions and chatting away on long journeys. In short, the effort to model such a world by hand would be immense. This thesis deals with different approaches to generate digital content for virtual worlds procedurally i.e., algorithmically. In the first part of this thesis, virtual, three-dimensional road networks are generated using a pre-defined network graph. The nodes in the graph can be generated procedurally or randomly or can be imported from open data platforms, e.g., from OpenStreetMaps (OSM). The automatic detection of intersections makes the generation flexible. The textures used for roads and intersections are constructed from prefabricated sprites whenever possible, or, in the case of a very individual construction, are newly generated during generation. The ability to create multi-lane roads gives the virtual cities a higher degree of realism. The interstices of the road network usually contain buildings, industrial areas, common areas or agricultural land. Once these so-called parcels have been identified, they can be populated with precisely these contents. In this dissertation we focus on accessible residential buildings. The second part of this thesis discusses a novel method of building generation that allows to procedurally create walk-in, multi-storey buildings. The proceeding of simple mesh generation as shown in the road network generation is extended by rules and constraints that allow a flexible floor planning and guarantee a connection of all rooms by a common corridor per floor and a staircase. Since a cityscape is usually characterised by different building shapes, the generation can be parameterized with regard to texturing, roof design, number of floors, and window and door layout. In order to ensure performance when rendering the city, each building is generated in three levels of detail. The lowest level only shows the outer walls, the highest level shows the interior rooms including stairs, doors and window frames. Once the environment is created in a way that allows the player a certain immersion, the game world has to be filled with life. Thus, the third part of this thesis discusses the procedural creation of stories for games based on pre-trained language models. The focus here is on an interactive, controlled way of playing, in which the player can interact with the objects, persons and places of the story and influence the plot. Actions generated from the entities of the previous section of the story should give a feeling of a prepared story, but always ensure the greatest possible flexibility of course. The controlled use of places, people and objects in the player's inventory allows a porting to a three-dimensional game world as well as the gameplay in the form of a text adventure. All methods for creating digital content presented in this thesis were fully implemented and evaluated with respect to usability and performance

    Improving Usability in Procedural Modeling

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    This work presents new approaches and algorithms for procedural modeling geared towards user convenience and improving usability, in order to increase artists’ productivity. Procedural models create geometry for 3D models from sets of rules. Existing approaches that allow to model trees, buildings, and terrain are reviewed and possible improvements are discussed. A new visual programming language for procedural modeling is discussed, where the user connects operators to visual programs called model graphs. These operators create geometry with textures, assign or evaluate variables or control the sequence of operations. When the user moves control points using the mouse in 3D space, the model graph is executed to change the geometry interactively. Thus, model graphs combine the creativity of freehand modeling with the power of programmed modeling while displaying the program structure more clearly than textbased approaches. Usability is increased as a result of these advantages. Also, an interactive editor for botanical trees is demonstrated. In contrast to previous tree modeling systems, we propose linking rules, parameters and geometry to semantic entities. This has the advantage that problems of associating parameters and instances are completely avoided. When an entity is clicked in the viewport, its parameters are displayed immediately, changes are applied to selected entities, and viewport editing operations are reflected in the parameter set. Furthermore, we store the entities in a hierarchical data structure and allow the user to activate recursive traversal via selection options for all editing operations. The user may choose to apply viewport or parameter changes to a single entity or many entities at once, and only the geometry for the affected entities needs to be updated. The proposed user interface simplifies the modeling process and increases productivity. Interactive editing approaches for 3D models often allow more precise control over a model than a global set of parameters that is used to generate a shape. However, usually scripted procedural modeling generates shapes directly from a fixed set of parameters, and interactive editing mostly uses a fixed set of tools. We propose to use scripts not only to generate models, but also for manipulating the models. A base script would set up the state of an object, and tool scripts would modify that state. The base script and the tool scripts generate geometry when necessary. Together, such a collection of scripts forms a template, and templates can be created for various types of objects. We examine how templates simplify the procedural modeling workflow by allowing for editing operations that are context-sensitive, flexible and powerful at the same time. Many algorithms have been published that produce geometry for fictional landscapes. There are algorithms which produce terrain with minimal setup time, allowing to adapt the level of detail as the user zooms into the landscape. However, these approaches lack plausible river networks, and algorithms that create eroded terrain with river networks require a user to supervise creation and minutes or hours of computation. In contrast to that, this work demonstrates an algorithm that creates terrain with plausible river networks and adaptive level of detail with no more than a few seconds of preprocessing. While the system can be configured using parameters, this text focuses on the algorithm that produces the rivers. However, integrating more tools for user-controlled editing of terrain would be possible.Verbesserung der Usability bei prozeduraler Modellierung Ziel der vorliegenden Arbeit ist es, prozedurale Modellierung durch neue neue Ansätze und Algorithmen einfacher, bequemer und anwendungsfreundlicher zu machen, und damit die Produktivität der Künstler zu erhöhen. Diese Anforderungen werden häufig unter dem Stichwort Usability zusammengefasst. Prozedurale Modelle spezifizieren 3D-Modelle über Regeln. Existierende Ansätze für Bäume, Gebäude und Terrain werden untersucht und es werden mögliche Verbesserungen diskutiert. Eine neue visuelle Programmiersprache für prozedurale Modelle wird vorgestellt, bei der Operatoren zu Modellgraphen verschaltet werden. Die Operatoren erzeugen texturierte Geometrie, weisen Variablen zu und werten sie aus, oder sie steuern den Ablauf der Operationen. Wenn der Benutzer Kontrollpunkte im Viewport mit der Maus verschiebt, wird der Modellgraph ausgeführt, um interaktiv neue Geometrie für das Modell zu erzeugen. Modellgraphen kombinieren die kreativen Möglichkeiten des freihändigen Editierens mit der Mächtigkeit der prozeduralen Modellierung. Darüber hinaus sind Modellgraphen eine visuelle Programmiersprache und stellen die Struktur der Algorithmen deutlicher dar als textbasierte Programmiersprachen. Als Resultat dieser Verbesserungen erhöht sich die Usability. Ein interaktiver Editor für botanische Bäume wird ebenfalls vorgestellt. Im Gegensatz zu früheren Ansätzen schlagen wir vor, Regeln, Parameter und Geometrie zu semantischen Entitäten zu verschmelzen. Auf diese Weise werden Zuordnungsprobleme zwischen Parametern und deren Instanzen komplett vermieden. Wenn im Viewport eine Instanz angeklickt wird, werden sofort ihre Parameter angezeigt, alle Änderungen wirken sich direkt auf die betroffenen Instanzen aus, und Änderungen im Viewport werden sofort in den Parametern reflektiert. Darüber hinaus werden die Entitäten in einer hierarchischen Datenstruktur gespeichert und alle Änderungen können rekursiv auf der Hierarchie ausgeführt werden. Dem Benutzer werden Selektionsoptionen zur Verfügung gestellt, über die er Änderungen an den Parametern oder Änderungen im Viewport an einzelnen oder vielen Instanzen gleichzeitig vornehmen kann. Anschließend muss das System nur die Geometrie der betroffenen Instanzen aktualisieren. Auch hier ist das Ziel, das User Interface möglichst an den Bedürfnissen des Benutzers auszurichten, um Vereinfachungen und eine Erhöhung der Produktivität zu erreichen. Interaktive Editieransätze für 3D-Modelle erlauben häufig eine präzisere Kontrolle über ein Modell als ein globaler Parametersatz, der für die Erzeugung des Modells genutzt wird. Trotzdem erzeugen prozedurale Modellierskripte ihre Modelle meist direkt aus einem festen Parametersatz, während interaktive Tools meist mit hartkodierten Operationen arbeiten. Wir schlagen vor, Skripte nicht nur zur Erzeugung der Modelle zu verwenden, sondern auch um die erzeugten Modelle zu editieren. Ein Basisskript soll die Statusinformationen eines Objekts anlegen, während weitere Skripte diesen Status verändern und passende Geometrie erzeugen. Diese Skripte bilden dann ein Template zum Erzeugen einer Klasse von Objekten. Verschiedene Objekttypen können jeweils ihr eigenes Template haben. Wir zeigen, wie Templates den Workflow mit prozeduralen Modellen vereinfachen können, indem Operationen geschaffen werden, die gleichzeitig kontext-sensitiv, mächtig und flexibel sind. Es existiert eine Reihe von Verfahren, um Geometrie für synthetische Landschaften zu erzeugen. Ein Teil der Algorithmen erzeugt Geometrie mit minimaler Vorberechnung und erlaubt es, den Detailgrad der Landschaft interaktiv an die Perspektive anzupassen. Leider fehlen den so erzeugten Landschaften plausible Flussnetze. Algorithmen, die erodiertes Terrain mit Flussnetzen erzeugen, müssen aufwendig vom Benutzer überwacht werden und brauchen Minuten oder Stunden Rechenzeit. Im Gegensatz dazu stellen wir einen Algorithmus vor, der plausible Flussnetze erzeugt, während sich der Betrachter interaktiv durch die Szene bewegt. Das System kann über Parameter gesteuert werden, aber der Fokus liegt auf dem Algorithmus zur Erzeugung der Flüsse. Dennoch wäre es möglich, Tools zum benutzergesteuerten Editieren von Terrain zu integrieren

    History of Construction Cultures Volume 2

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    Volume 2 of History of Construction Cultures contains papers presented at the 7ICCH – Seventh International Congress on Construction History, held at the Lisbon School of Architecture, Portugal, from 12 to 16 July, 2021. The conference has been organized by the Lisbon School of Architecture (FAUL), NOVA School of Social Sciences and Humanities, the Portuguese Society for Construction History Studies and the University of the Azores. The contributions cover the wide interdisciplinary spectrum of Construction History and consist on the most recent advances in theory and practical case studies analysis, following themes such as: - epistemological issues; - building actors; - building materials; - building machines, tools and equipment; - construction processes; - building services and techniques ; -structural theory and analysis ; - political, social and economic aspects; - knowledge transfer and cultural translation of construction cultures. Furthermore, papers presented at thematic sessions aim at covering important problematics, historical periods and different regions of the globe, opening new directions for Construction History research. We are what we build and how we build; thus, the study of Construction History is now more than ever at the centre of current debates as to the shape of a sustainable future for humankind. Therefore, History of Construction Cultures is a critical and indispensable work to expand our understanding of the ways in which everyday building activities have been perceived and experienced in different cultures, from ancient times to our century and all over the world
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