scispace - formally typeset
Search or ask a question

Game of Renders - The Use of Game Engines for Architectural Visualization

TL;DR: This work proposes the coupling of a portable algorithmic design framework with a Game Engine to support interactive visualization of architectural models and increase the rendering performance of the framework.
Abstract: Good visualization mechanisms offer architects, and their clients, a better grasp of how their designs are going to turn out when built, and the experience one might have inside the constructions. This also helps the architect orient the design in a more informed manner. However, typically used modeling tools do not offer satisfactory visualization solutions. The operations available to view and navigate through the 3D space are flawed in terms of speed, interactivity, and real-time rendering quality. To solve this issue, we propose the coupling of a portable algorithmic design framework with a Game Engine (GE) to support interactive visualization of architectural models and increase the rendering performance of the framework. We explain in detail this integration, and we evaluate this workflow by implementing a case study and comparing the performance of the GE to architectural modeling tools.
Citations
More filters
Proceedings ArticleDOI
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.

9 citations


Cites methods from "Game of Renders - The Use of Game E..."

  • ...The Khepri AD tool, currently available for use within the Atom IDE and with the Julia language, offers a direct connection to a GE backend: Unity (Leitão et al. 2019)....

    [...]

  • ...Another possible solution entails taking advantage of the (2) tailored textboxes offered by Unity’s Application Program Interface (API)....

    [...]

  • ...In order to compare both paradigms, visual and textual in the context of LCVR, we developed a Khepri-based Grasshopper plug-in capable of communicatingwith any of Khepri’s backends aswell, but most importantly, Unity....

    [...]

Journal ArticleDOI
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...

8 citations

Proceedings ArticleDOI
23 Mar 2020
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.

6 citations


Cites methods from "Game of Renders - The Use of Game E..."

  • ...Khepri’s refactoring mechanisms automatically adjusted all function calls affected by this change, guaranteeing that the program keeps on running as expected despite the modification....

    [...]

  • ...In this case, the combination Julia+Atom+Juno was used for the IDE, while the AD tool chosen was Khepri [13]....

    [...]

  • ...Khepri’s traceability is illustrated in Figure 6....

    [...]

  • ...Rosetta [14] and Luna Moth [1], two textual programming tools, as well as Khepri, the AD tool used for the LCVR implementation, support bi-directional traceability, which means users may select either code fragments or model parts and the tool will highlight the corresponding part in the opposite end....

    [...]

  • ...Figure 8 presents an example of Khepri’s refactoring capabilities....

    [...]

Journal ArticleDOI
TL;DR: This paper proposes the Navigator tool, which gathers a set of white-box mechanisms that automate the generation of default, random, similar and hybrid designs and design subspaces, while also supporting thegeneration of design collections.
Abstract: Generative design systems can generate a wide panoply of solutions, from which designers search for those that best suit their interests. However, without guidance, this search can be highly inefficient, and many interesting solutions may remain unexplored. This problem is mitigated with automated exploration methods. Still, the ones typically provided by generative design tools are mostly based on black-box methods that drastically reduce the role of the designer, while more straightforward white-box mechanisms are dispersedly found in specific applications. This paper proposes the Navigator tool, which gathers a set of white-box mechanisms that automate the generation of default, random, similar and hybrid designs and design subspaces, while also supporting the generation of design collections. The proposed mechanisms were tested with two generative systems that create, respectively, tower and chair designs. We expect that, by providing understandable mechanisms for navigating design spaces, designers can become more engaged in the search process.

1 citations

Proceedings ArticleDOI
23 Mar 2020
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


Cites background from "Game of Renders - The Use of Game E..."

  • ...Since architectural models tend to be computationally heavy, we are exploring game engines as a fast visualization alternative [4, 11]....

    [...]

References
More filters
Journal Article
TL;DR: This research aims to utilize a game engine, which has been a rapidly evolving field for over a decade, to reduce the effort required by developers in construction practice and shows the advantages of developing agame engine-based construction simulation.
Abstract: The detailed simulation of construction operations remains a challenging task in construction practice. A tremendous number of labor-hours are required to set key frames of an animation step-by-step and considerable computational power is needed to render an animation frame-by-frame. This research aims to utilize a game engine, which has been a rapidly evolving field for over a decade, to reduce the effort required by developers. The process of developing a construction simulation was separated into three main steps: 3D model construction, setup of physical properties, and creation of interactive logic. The Blender game engine was selected as the implementation tool, and a forklift simulation was created to demonstrate the concept. With a keypad, users could control a virtual forklift to simulate the manipulation of an actual forklift. The simulation result shows the advantages of developing a game engine-based construction simulation. The quality of the simulation’s graphics provides a high degree of realism, and the interactivity requirements between user and computer are satisfied.

23 citations


"Game of Renders - The Use of Game E..." refers background in this paper

  • ...The fact that they are physics-based engines (Fritsch and Kada 2004, Juang et al. 2011) facilitates the manipulation of objects in the scene to create ambiances....

    [...]

01 Jan 2015
TL;DR: This is a list of games for the PlayStation 4 that have been released on the PS4 and how to play them.
Abstract: Online Companions: Brands Delmar Cengage Learning This is a list of games for the PlayStation 4.The PS4 supports both physical and digital games. Physical games are sold on Blu-ray Disc and digital games can be purchased through the PlayStation Store. See Arcade Archives for a list of emulated arcade games that have been released on the PS4. See List of PlayStation VR games for a larger range of dedicated PlayStation VR games.

22 citations


Additional excerpts

  • ...In the current implementation we decided to explore Unity, a popular GE that ensures: (1) high visual quality; (2) high performance; (3) platform independency; (4) assets availability; (5) up-to-date documentation; (6) good usability (Hocking 2015); and (7) low cost....

    [...]

Book
07 Jun 2017
TL;DR: Building Virtual Reality with Unity and SteamVR as discussed by the authors is a survival guide to VR and VR development for any reader, which explores some of the topical issues surrounding virtual reality; including V.R. sickness, telepresence, performance issues and practical ways to diminish these detrimental effects to make a more comprehensive experience.
Abstract: The golden age of virtual reality is here; take the first step into V.R. programming and development with Jeff W. MurrayBuilding Virtual Reality with Unity and SteamVR. Murray explores some of the topical issues surrounding virtual reality; including V.R. sickness, telepresence, performance issues and practical ways to diminish these detrimental effects to make a more comprehensive experience. Building Virtual Reality also grants readers a hands-on approach with the Unity game engine and programming. The example projects and sample C# code found in the text are compatible with all SteamVR supported virtual reality head mounted displays that are currently available. This text is the essential survival guide to VR and VR development for any reader. Author Bio: Jeff W. Murray has written two books: Game Development for iOS with Unity3D, C# Game Programming Cookbook for Unity3D, both published by CRC Press. In his game development career spanning over 14 years, he has worked with some of the world Murray Key features: Discusses some of the key issues facing virtual reality and provides helpful tips for making better V.R. experiences. Develop V.R. applications with practical examples geared to work with both the Oculus Rift and HTC Vive, as well as open source virtual reality (OSVR) headsets like the HDK. Find out how to build both standing and seated experiences. Tips on optimizing performance with the Unity Profilers. Explore examples specifically for HTC Vive Controllers and picking up and throwing physics objects, including haptic feedback. Discover how to build user interfaces for virtual reality, as well as discussing some best practices for V.R. based user interface design. Written by a games industry veteran who has been a V.R. developer since the first Oculus development kit.

18 citations


"Game of Renders - The Use of Game E..." refers methods in this paper

  • ...SteamVR provides a user-friendly interface to use any VR hardware, covering six degrees of freedom of head and hands tracking, and various types of locomotion for navigation (Murray 2017)....

    [...]

DOI
14 Jul 2004
TL;DR: In this paper, the authors describe the development of a collaborative virtual environment (CVE) software based on a game engine to support the early stages of design in the context of architectural education.
Abstract: This paper describes the development of collaborative virtual environment (CVE) software based on a game engine to support the early stages of design in the context of architectural education. The precedent of narrative drawing technique in architecture is introduced. From this we position the use of a CVE as a means to explore design context in a manner that is not possible when using typical architectural visualization software. Outcomes from software trials are reported that establish the value of working in a real time environment where design iterations can be tested from multiple points of view, and the important role of 3D sound to evoke occupancy and materiality. Negative results are reported in relation to collaborative design functionality and a revised approach based on an integrated project database is described.

17 citations


"Game of Renders - The Use of Game E..." refers background in this paper

  • ...However, architectural modeling tools do not offer satisfactory visualization solutions (Moloney and Harvey 2004, Pelosi 2010) and the operations available to view and navigate through the 3D space have problems regarding speed, interactivity, and real-time rendering....

    [...]

  • ...In regard to the visualization mechanisms available, neither paradigm offers a satisfactory solution (Moloney and Harvey 2004), particularly regarding navigation through the 3D space in real-time (Indraprastha and Shinozaki 2009, Pelosi 2010)....

    [...]

BookDOI
14 Apr 2016
TL;DR: The Changing Shape of Practice as mentioned in this paper provides a handbook of examples for practices that wish to integrate more research into their work and a reference book for students that seek to prepare themselves for the changing shape of practice in architecture.
Abstract: Architectural practices worldwide have to deal with increasingly complex design requirements. How do practices acquire the ability to do so? The Changing Shape of Practice provides a handbook of examples for practices that wish to integrate more research into their work and a reference book for students that seek to prepare themselves for the changing shape of practice in architecture. It addresses the increasing integration of research undertaken in architectural practices of different sizes ranging from small to very large practices from the UK, USA, Europe and Asia. The book is organized according to the size of the practices which is significant in that it addresses the different structures and resourcing requirements that are enabled by specific practice sizes, as this determines and constrains the type, scope and modes of research available to a given practice. The practices covered include: Woods Bagot, Perkins + Will, White, AECOM, UN Studio, Shop Architects, PLP Architecture, Kieran Timberlake, 3XN / GXN, ONL, AZPML, Thomas Herzog + Partners, Herreros Arquitectos, Spacescape, OCEAN Design Research Association By taking stock of the current shape of practice, the book provides essential information for professional architects who are integrating research into their practice.

16 citations


"Game of Renders - The Use of Game E..." refers background in this paper

  • ...The rapid development of digital technologies, allied to an ever growing eagerness to innovate, has been pushing architectural projects towards more complex design solutions (Hensel and Nilsson 2016), which can hardly be represented by two dimensional drawings only....

    [...]

Trending Questions (2)
Why is the game engine a key part of the interactive application process of civil engineering visualization?

Game engines enhance architectural visualization by providing real-time rendering, interactive navigation, and improved performance compared to traditional modeling tools, aiding architects in better understanding and presenting their designs effectively.

How does the use of game engines affect the work of designers?

The use of game engines improves the visualization and rendering performance of architectural models, providing designers with a better understanding of their designs.