Using 3D Design software, BIM and game engines for architectural historical reconstruction
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Transcript of Using 3D Design software, BIM and game engines for architectural historical reconstruction
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1Dr. Arch.Eng. Stefan Boeykens
Using 3D Design software, BIM and game engines for architectural historical reconstruction
CF2011 07-07-2011
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Overview
• Research Context• Case Studies & Examples• Demonstration• Conclusions & Future Work
2CF2011 07-07-2011 Dr. Arch.Eng. Stefan Boeykens
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RESEARCH CONTEXT
From BIM to SIM and beyond
What do we want to do?
Conceptual Framework
Dr. Arch.Eng. Stefan Boeykens 3CF2011 07-07-2011
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Performance Simulation (SIM)
4CF2011 07-07-2011 Dr. Arch.Eng. Stefan Boeykens
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Performance Simulation
5CF2011 07-07-2011 Dr. Arch.Eng. Stefan Boeykens
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Information Visualization (infovis)
6CF2011 07-07-2011 Dr. Arch.Eng. Stefan Boeykens
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Conceptual Framework
7CF2011 07-07-2011 Dr. Arch.Eng. Stefan Boeykens
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Conceptual Framework
• Investigate feedback data versus designer• Explorative use of infovis
8CF2011 07-07-2011 Dr. Arch.Eng. Stefan Boeykens
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CASE STUDIES & EXAMPLES
Several building reconstructions
Using various approaches and techniques
Dr. Arch.Eng. Stefan Boeykens 9CF2011 07-07-2011
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Modeling for different contexts
Dr. Arch.Eng. Stefan Boeykens 10CF2011 07-07-2011
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Collaboration and tagging
Dr. Arch.Eng. Stefan Boeykens 11CF2011 07-07-2011
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Game engines and interaction
Dr. Arch.Eng. Stefan Boeykens 12CF2011 07-07-2011
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Attention to workflow
Dr. Arch.Eng. Stefan Boeykens 13CF2011 07-07-2011
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Communication and Presentation
Dr. Arch.Eng. Stefan Boeykens 14CF2011 07-07-2011
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Interactive Accessibility Assessment
Dr. Arch.Eng. Stefan Boeykens 15CF2011 07-07-2011
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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)
Dr. Arch.Eng. Stefan Boeykens 16CF2011 07-07-2011
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Recommendations & Issues
Dr. Arch.Eng. Stefan Boeykens 17CF2011 07-07-2011
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.
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DEMONSTRATION
Dr. Arch.Eng. Stefan Boeykens 18CF2011 07-07-2011
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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
Dr. Arch.Eng. Stefan Boeykens 19CF2011 07-07-2011
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Dr. Arch.Eng. Stefan Boeykens 20
Thank you for your attention
Questions?
CF2011 07-07-2011