Advantage is Computation to the Architectural Industry: an empirical approach through the Case study
[Year of Publication]
ACKNOWLEDGEMENT
I would take this opportunity to thank my research supervisor, family and friends for their support and guidance without which this research would not have been possible.
DECLARATION
I [type your full first names and surname here], declare that the contents of this dissertation/thesis represent my own unaided work, and that the dissertation/thesis has not previously been submitted for academic examination towards any qualification. Furthermore, it represents my own opinions and not necessarily those of the University.
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ABSTRACT
A 3D reconstruction of an urban area for Virtual Worlds (VWs) or Serious Games (SGs) requires a careful trade-off among the 3D models' realism, weight and development time. This has led us to the definition of an algorithm - the Architectonic Style Area (ASA) algorithm - for procedural generation of buildings in an urban area, based on the concept of “architectonic likelihood”, that intends to give players the sense of being in a particular city or even specific area of a city. This has a cognitive foundation in the fact that, after a visit, a tourist typically does not remember every single palace of a city, but remembers - beside the most important monuments and buildings - its general features and its architectonic styles. The algorithm extrudes 2D maps and composes façades by statistically assembling sample images of architectonic components from the target city. Components are classified in an ontology based on the classic principles of architecture. The algorithm relies on rules that encode the semantics of the ontology.
The paper describes the algorithm and the related easy-to-use visual authoring tool. It also shows the results in two different projects: a SG for the promotion of the cultural heritage and a 3D movie. Results show that the approach allows keeping the realism of every single building at good detail and of the overall scene, while dropping a huge work of image collection and processing for the textures. Comparisons are investigated with regard to state of the art urban modeling methods, highlighting the differences and possible synergies.
Keywords
3D virtual reconstructions; Procedural modeling; 3D urban modeling; Virtual worlds; Serious games; Simulation; Cultural heritage; Textures; Architectural semantics and ontology
ACKNOWLEDGEMENT2
DECLARATION3
ABSTRACT4
CHAPTER 1: INTRODUCTION6
Background of the Study6
Scope of the Research6
Objective of the Study6
Outline of the Research7
CHAPTER 2: LITERATURE REVIEW8
The likelihood principle8
Computer-Aided Design (CAD) and Computer-Aided Manufacturing (CAM)9
The Origins of CAD/CAM and Their Importance for Architects9
Future of CAD/CAM systems in the field of architecture11
Advantages of CAD/CAM tools for architects12
Building information modeling in the field of architecture14
Structures15
Calculations16
Sustainability16
Structural Engineering17
BIM as the standard design approach17
Analysis constructability18
Programming and Control18
Traditional Practices19
Benefits of these technologies for architecture students20
CHAPTER 3: CASE STUDIES22
CHAPTER 3: DATA METHODOLOGY24
The Architectural Style Area (ASA) algorithm24
Definition of the Style Areas (SAs) in a city24
Definition of the building templates (Styles)25
The façade synthesis algorithm27
Sample computation30
Output sample and discussion31
The ASA Builder tool34
Template creator34
Façade Builder35
CHAPTER 4: RESULTS AND DISCUSSION37
CHAPTER 5: CONCLUSIONS43
REFERENCES44
REFERENCES46
CHAPTER 1: INTRODUCTION
Background of the Study
A 3D reconstruction of an urban area for educational applications, such as simulations, Virtual Worlds (VWs) and Serious Games (SGs) requires a trade-off between the ...