6,713 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

    A study of user perceptions of the relationship between bump-mapped and non-bump-mapped materials, and lighting intensity in a real-time virtual environment

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    The video and computer games industry has taken full advantage of the human sense of vision by producing games that utilize complex high-resolution textures and materials, and lighting technique. This results to the creation of an almost life-like real-time 3D virtual environment that can immerse the end-users. One of the visual techniques used is real-time display of bump-mapped materials. However, this sense of visual phenomenon has yet to be fully utilized for 3D design visualization in the architecture and construction domain. Virtual environments developed in the architecture and construction domain are often basic and use low-resolution images, which under represent the real physical environment. Such virtual environment is seen as being non-realistic to the user resulting in a misconception of the actual potential of it as a tool for 3D design visualization. A study was conducted to evaluate whether subjects can see the difference between bump-mapped and nonbump-mapped materials in different lighting conditions. The study utilized a real-time 3D virtual environment that was created using a custom-developed software application tool called BuildITC4. BuildITC4 was developed based upon the C4Engine which is classified as a next-generation 3D Game Engine. A total of thirty-five subjects were exposed to the virtual environment and were asked to compare the various types of material in different lighting conditions. The number of lights activated, the lighting intensity, and the materials used in the virtual environment were all interactive and changeable in real-time. The goal is to study how subjects perceived bump-mapped and non-bump mapped materials, and how different lighting conditions affect realistic representation. Results from this study indicate that subjects could tell the difference between the bump-mapped and non-bump mapped materials, and how different material reacts to different lighting condition

    Virtual Online Worlds: Towards a Collaborative Space for Architects

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    Although research has been trickling forth in the last eight years about online collaboration and use of virtual online worlds (VOW) amongst architects and architectural students (2006-2010), little discussion is dedicated to how the use of VOWs have improved collaboration, communication and quality of design for those that have used it. Researching VOWs and their use in architecture was a difficult task since much of what needed to be found was scattered amongst the fields of education, construction engineering, computer science and even online blogs dedicated to architecture in video games. An analysis of those findings has contributed to the development of a pilot project conducted in a VOW called Blue Mars. The project was set up in order to discover how VOWs improve communication skills of its users and analyze what happens when architecture students are allowed to virtually experience their designs as avatars. This study is part of a growing body of research on the exploration of virtual online worlds in the practice of architecture both in the classroom and out in the field

    Artist-Oriented Surfacing Workflow

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    Surfacing is the art of creating materials for digital objects, and it is an incredible technical and artistic challenge. Creating materials and textures for 3D meshes involves managing potentially hundreds of image files, moving data between multiple software packages, and building shaders that will work consistently through a digital production hierarchy. All while attempting to create a piece of art that will tell a story of what an object is, how it was made, and where it has been. Balancing these technical and artistic components is an extraordinary challenge, and it is easy for an artist to get overwhelmed or distracted by the technical demands of surfacing at the cost of the quality of their art. The topic of this thesis is a suite of tools designed to allow artists to intuitively manage these technical demands by streamlining the most time-consuming aspects of surfacing into condensed one-click operations

    Open Source 3D Game Engines for Serious Games Modeling

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    In this chapter we will review some tools and open source Game Engines used for modeling of real scenarios in serious games for training. One of the typical uses of serious games (3D serious games) is specialized training in dangerous tasks or when the training is quite expensive. However, typical games use artificial scenarios, created by artists and created according to the restrictions imposed by the Game engine used. In our experience, some tasks require the use of a real scenario like a city, forest area, etc, and most of this information is available as Digital Terrain Models in Geographic Information Systems (GIS). The problem here is that GIS formats are not compatible with 3D formats used in Game engines. Then we have to solve the problem of convert the GIS format to a 3D format supported by the Game Engine

    IMAGE-BASED MODELING TECHNIQUES FOR ARTISTIC RENDERING

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    This thesis presents various techniques for recreating and enhancing two-dimensional paintings and images in three-dimensional ways. The techniques include camera projection modeling, digital relief sculpture, and digital impasto. We also explore current problems of replicating and enhancing natural media and describe various solutions, along with their relative strengths and weaknesses. The importance of artistic skill in the implementation of these techniques is covered, along with implementation within the current industry applications Autodesk Maya, Adobe Photoshop, Corel Painter, and Pixologic Zbrush. The result is a set of methods for the digital artist to create effects that would not otherwise be possible

    Application of Computer Graphics Technique to Computer System Assembling

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    Computer graphics is the representation and manipulation of image data by a computer using various technology to create and manipulate images (Shirley et.al., 2005). The development of computer graphics has made computer easier to interact with, and better for understanding and interpreting different types of data. Three-Dimensional (3D) computer graphics represent geometric data that is stored in the computer for the purpose of performing calculations and rendering 2D images which may be for lateral display or for real-time viewing. In this work, 3D computer graphic software is used to produce a model of a real - life assembling of computer devices into a full-blown desktop computer. The work is presented in a video viewing format tat will facilitate independent coupling of systems through a ‘watch-and-fix’ paradigm. Keywords: 2D, 3D, IDE, Assembling, Photo-realistic, Data-visualization, Rasterization

    Interactive multiplatform software to mitigate arachnophobia through augmented reality

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    Abstract: Augmented Reality (RA) is a technology that mixes physical reality with virtual elements, resulting in mixed reality in real time. He is currently widely accepted for his ease of adaptation in human activities. Superimposing data and digital information in a real environment for educational, commercial, social, therapeutic, industrial, among others. The objective of this research is to develop an interactive software to mitigate arachnophobia by using the engine and graphic editor of Unity Games, focusing on augmented reality. In this project the agile scrum methodology was used. Because it is based on incremental development. Enabling application requirements and development to be flexible for patients and developers. Obtained as a result of a sample of 16 people, that 93.19% improved equal or greater than 50% in their level of anxiety and fear according to their score obtained in the test FSQ after using the proposed application. While 6.81% obtained a percentage lower than 50% because the use of the application was carried out in times less than 20 minutes per day, causing no significant changes
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