using 3d design software, bim and game engines for architectural historical reconstruction
DESCRIPTION
The use of digital tools has become a tremendous aid in the creation of digital, historical reconstructions of architectural projects. While common visualization techniques focus on pre-rendered graphics, it is possible to apply Game Engines for real-time architectural visualization. This article presents the results of different reconstruction case studies, using a variety of design applications and techniques. Specific focus is placed on the use of Building Information Modeling software and on the inherent complexity and limitations in the process of translating an active, evolving model into an environment suitable for use in a real-time system.TRANSCRIPT
1Dr. Arch.Eng. Stefan Boeykens
Using 3D Design software, BIM and game engines for architectural historical reconstruction
CF2011 07-07-2011
Overview
• Research Context• Case Studies & Examples• Demonstration• Conclusions & Future Work
2CF2011 07-07-2011 Dr. Arch.Eng. Stefan Boeykens
RESEARCH CONTEXT
From BIM to SIM and beyond
What do we want to do?
Conceptual Framework
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Performance Simulation (SIM)
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Performance Simulation
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Information Visualization (infovis)
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Conceptual Framework
7CF2011 07-07-2011 Dr. Arch.Eng. Stefan Boeykens
Conceptual Framework
• Investigate feedback data versus designer• Explorative use of infovis
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CASE STUDIES & EXAMPLES
Several building reconstructions
Using various approaches and techniques
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Modeling for different contexts
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Collaboration and tagging
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Game engines and interaction
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Attention to workflow
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Communication and Presentation
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Interactive Accessibility Assessment
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Communication and Presentation
Software Model size
SketchUp Model 32 MB (incl. Textures)
3ds Max 34 MB + 8MB textures
FBX exchange 40 MB + 8MB textures
Quest3D scene 51 MB exe
Unity3D applet 8 MB (incl. Textures)
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Recommendations & Issues
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Problem/Issue Possible solution(s)
Large CAD/BIM models make non-responsive scenes
Prepare “views” in BIM software to filter exported geometry.Scale-sensitive objects can generate smaller objects.Use “views” to split project in different parts.
No support for “instancing” Convert repeating objects separately, to utilize instancing.
Bad textures or materials Use materials in CAD/BIM software as placeholders and use advanced shaders to replace them.Use low-res versions of high-res textures in the CAD system.
Model out of scale Use reference objects of known sizes (e.g. 1x1x1m cube).This is of utmost importance for navigation.
(Seemingly) Missing Faces Flipped normals (reversed faces) become invisible in the visualization software. Proper modeling is the only solution. Generating 2-sided faces doubles geometry, so best avoided.
No lights or shadows Baking shadows in textures is not trivial in large scenes.Real-time shadows GPU intensive; not always supported.
Overlapping geometry E.g. inner sides objects, back of furniture;Professional game designers strip away geometry;Not suitable for multi-purpose architectural modeling;Current engines have less trouble with (some) extra geometry.
DEMONSTRATION
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CONCLUSIONS & FUTURE WORK
So what did we learn?Model for different purposes
Beware of updating workflow
Chose your “master” model or assembly
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Dr. Arch.Eng. Stefan Boeykens 20
Thank you for your attention
Questions?
CF2011 07-07-2011