Game of Renders - The Use of Game Engines for Architectural Visualization
01 Jan 2019-
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01 Dec 2019
TL;DR: Live Coding in Virtual Reality (LCVR) is proposed, a design approach that allows architects to benefit from the advantages of VR within an algorithmic design workflow, and a critical analysis and comparison of the various solutions available in the context of two different programming paradigms: visual and textual.
Abstract: As many other areas of human activity, the architectural design process has been recently shaken by Virtual Reality (VR), as it offers new ways to experience and communicate architectural space. In this paper we propose Live Coding in Virtual Reality (LCVR), a design approach that allows architects to benefit from the advantages of VR within an algorithmic design workflow. LCVR integrates a live coding solution, where the architect programs his design intent and immediately receives feedback on the changes applied to the program; and VR, which means this workflow takes place inside the virtual environment, where the architect is immersed in the model that results from the program he is concurrently updating from inside VR. In this paper we discuss the possible impacts of such an approach, as well as the most pressing implementation issues. We offer a critical analysis and comparison of the various solutions available in the context of two different programming paradigms: visual and textual.
7 citations
Cites methods from "Game of Renders - The Use of Game E..."
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TL;DR: This paper proposes a new design approach: Live Coding in Virtual Reality (LCVR), which means that the architect programs the design while immersed in it, receiving immediate feedback on the changes applied to the program.
Abstract: Algorithmic Design (AD) uses computer programs to describe architectural models. These models are visual by nature and, thus, greatly benefit from immersive visualization. To allow architects to be...
5 citations
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TL;DR: This research proposes to ease the programming task for architects who wish to code their models in VR, by supporting program comprehension in the LCVR workflow with traceability and refactoring mechanisms.
Abstract: Algorithmic Design (AD) is a design approach based on the development of computer programs to describe architectural models. The programs’ outputs are digital architectural 3D models, which are visual by nature and, therefore, benefit from immersive visualization. Live Coding in Virtual Reality (LCVR) is a methodology for the interactive development of AD programs while immersed in Virtual Reality (VR), favoring a more intuitive development process for architectural designs. However, complex buildings tend to require complex AD programs and, despite the added visual aid, as programs grow in complexity, it becomes harder to understand which parts of the program were responsible for which parts of the model. Moreover, LCVR introduces a new level of complexity: interaction with both model and program in VR. This research proposes to ease the programming task for architects who wish to code their models in VR, by supporting program comprehension in the LCVR workflow with traceability and refactoring mechanisms. These features will help users interact with their designs from within the virtual environment.
3 citations
Cites methods from "Game of Renders - The Use of Game E..."
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TL;DR: This work proposes to address the problem of barrier to the adoption of AD by coupling AD with complementary representation methods that are adequate for designing complex architectural projects and by supporting their synchronization in a dedicated design tool.
Abstract: Algorithmic Design (AD) is a novel approach to architectural design based on the creation of form through algorithms. The inherent flexibility of AD encourages the exploration of a wider design space, the automation of design tasks, and design optimization, considerably reducing project costs. Nevertheless, current AD uses representation methods that radically differ from those used in architectural practice. This creates a barrier to the adoption of AD, thus, limiting the potential benefits. We propose to address this problem by coupling AD with complementary representation methods that are adequate for designing complex architectural projects and by supporting their synchronization in a dedicated design tool.
1 citations
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References
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Book•
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01 Jul 2010
TL;DR: Computer-aided design systems are increasingly parametric - that is, they represent designs that change with their input data, which gives more control and capability to designers, but require much more comprehensive understanding to be used effectively.
Abstract: Driven by new computer and digital fabrication tools, the architectural designs that are being built are pushing boundaries of form, customization and construction. Pushed by practices wanting and needing to produce novelty, computer-aided design systems are increasingly parametric - that is, they represent designs that change with their input data. Such systems give more control and capability to designers, but require much more comprehensive understanding if they are to be used effectively.
342 citations
"Game of Renders - The Use of Game E..." refers background in this paper
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Book•
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16 Apr 2014
TL;DR: Beyond Basic BIM BIM Analytics Cloud Computing Computational Design Increased Sophistication of Owners SummaryApplications: Project Case Studies designLAB: Small BIM Tames Big Brutalism ZGF: BIM in Transition: Making the Leap at a Large Firm CASE: Building Information Coordinators Mortenson Construction: Outstanding Project Success Through Collaboration Conclusion
Abstract: Preface Acknowledgements Introduction Fundamentals 1. BIM Overview Parametric Modeling and the Virtual Building Model BIM "Dimensions" Level of Development Summary 2. Stakeholders and BIM's Many Roles Architects, Engineers, Consultants Construction Managers, Contractors, Sub-contractors Fabricators Facilities Managers and Owners Summary 3. Data Exchange and Interoperability Interoperability Data Exchange Workflows Single Model and Federated Model Systems Data and Communication Formats Summary 4. BIM Implementation Transforming the Office to BIM Delivery Methods Legal Issues Office Standards BIM Execution Plan (BEP) Metrics for BIM Maturity Summary 5. Beyond Basic BIM BIM Analytics Cloud Computing Computational Design Increased Sophistication of Owners Summary Application: Project Case Studies designLAB: Small BIM Tames Big Brutalism ZGF: BIM in Transition: Making the Leap at a Large Firm CASE: Building Information Coordinators Mortenson Construction: Outstanding Project Success Through Collaboration Conclusion References and Software Mentioned Index
265 citations
"Game of Renders - The Use of Game E..." refers background in this paper
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Book•
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01 Jan 2011
96 citations
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TL;DR: The advantages and limitations using game technology as visual representation tool for architecture and urban design studies are presented and experiments on previous game engines conducted.
Abstract: Developing a virtual 3D environment by using game engine is a strategy to incorporate various multimedia data into one platform The characteristic of game engine that is preinstalled with interactive and navigation tools allows users to explore and engage with the game objects However, most CAD and GIS applications are not equipped with 3D tools and navigation systems intended to the user experience In particular, 3D game engines provide standard 3D navigation tools as well as any programmable view to create engaging navigation thorough the virtual environment By using a game engine, it is possible to create other interaction such as object manipulation, non playing character (NPC) interaction with player and/or environment We conducted analysis on previous game engines and experiment on urban design project with Unity3D game engine for visualization and interactivity At the end, we present the advantages and limitations using game technology as visual representation tool for architecture and urban design studies
65 citations
"Game of Renders - The Use of Game E..." refers background in this paper
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TL;DR: In this article, the authors present a method for representing and distributing information about a construction facility to be built is via two-dimensional (2D) drawings and relevant specifications, which may lead to mistakes which may further lead to additional time and costs.
Abstract: Currently, the common method for representing and distributing information about a construction facility to be built is via two-dimensional (2D) drawings and relevant specifications (Figure 1). Recipients of 2D drawings and specifications will extract the necessary information and interpret it based on their previous experience, background and knowledge. Each may have different understanding on how the facility will look like when completed, thus may affect the way the construction process will proceed. The misunderstanding may lead to mistakes which may further lead to additional time and costs. This is the challenge of delivering a facility today.
61 citations
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