scholarly journals 3D models over the centuries: From old floor plans to 3D representation

Author(s):  
Christophe Riedinger ◽  
Michel Jordan ◽  
Hedi Tabia
2020 ◽  
Vol 12 (17) ◽  
pp. 6713
Author(s):  
Youngsoo Byun ◽  
Bong-Soo Sohn

Building Information Modeling (BIM) refers to 3D-based digital modeling of buildings and infrastructure for efficient design, construction, and management. Governments have recognized and encouraged BIM as a primary method for enabling advanced construction technologies. However, BIM is not universally employed in industries, and most designers still use Computer-Aided Design (CAD) drawings, which have been used for several decades. This is because the initial costs for setting up a BIM work environment and the maintenance costs involved in using BIM software are substantially high. With this motivation, we propose a novel software system that automatically generates BIM models from two-dimensional (2D) CAD drawings. This is highly significant because only 2D CAD drawings are available for most of the existing buildings. Notably, such buildings can benefit from the BIM technology using our low-cost conversion system. One of the common problems in existing methods is possible loss of information that may occur during the process of conversion from CAD to BIM because they mainly focus on creating 3D geometric models for BIM by using only floor plans. The proposed method has an advantage of generating BIM that contains property information in addition to the 3D models by analyzing floor plans and other member lists in the input design drawings together. Experimental results show that our method can quickly and accurately generate BIM models from 2D CAD drawings.


Information ◽  
2021 ◽  
Vol 12 (5) ◽  
pp. 206
Author(s):  
Shuai Dong ◽  
Wei Wang ◽  
Wensheng Li ◽  
Kun Zou

A 2D floor plan (FP) often contains structural, decorative, and functional elements and annotations. Vectorization of floor plans (VFP) is an object detection task that involves the localization and recognition of different structural primitives in 2D FPs. The detection results can be used to generate 3D models directly. The conventional pipeline of VFP often consists of a series of carefully designed complex algorithms with insufficient generalization ability and suffer from low computing speed. Considering the VFP is not suitable for deep learning-based object detection frameworks, this paper proposed a new VFP framework to solve this problem based on a generative adversarial network (GAN). First, a private dataset called ZSCVFP is established. Unlike current public datasets that only own not more than 5000 black and white samples, ZSCVFP contains 10,800 colorful samples disturbed by decorative textures in different styles. Second, a new edge-extracting GAN (EdgeGAN) is designed for the new task by formulating the VFP task as an image translation task innovatively that involves the projection of the original 2D FPs into a primitive space. The output of EdgeGAN is a primitive feature map, each channel of which only contains one category of the detected primitives in the form of lines. A self-supervising term is introduced to the generative loss of EdgeGAN to ensure the quality of generated images. EdgeGAN is faster than the conventional and object-detection-framework-based pipeline with minimal performance loss. Lastly, two inspection modules that are also suitable for conventional pipelines are proposed to check the connectivity and consistency of PFM based on the subspace connective graph (SCG). The first module contains four criteria that correspond to the sufficient conditions of a fully connected graph. The second module that classifies the category of all subspaces via one single graph neural network (GNN) should be consistent with the text annotations in the original FP (if available). The reason is that GNN treats the adjacent matrix of SCG as weights directly. Thus, GNN can utilize the global layout information and achieve higher accuracy than other common classifying methods. Experimental results are given to illustrate the efficiency of the proposed EdgeGAN and inspection approaches.


2018 ◽  
Vol 64 (1) ◽  
pp. 3-20
Author(s):  
D.-P. N. Kontoni ◽  
A. A. Farghaly

Abstract The stiffness of structural elements (columns, beams, and slabs) significantly contributes to the overall stiffness of reinforced concrete (RC) high-rise buildings (H.R.B.s) subjected to earthquake. In order to investigate what percentage each type of element contributes to the overall performance of an H.R.B. under seismic load, the stiffness of each type of element is reduced by 10% to 90%. A time history analysis by SAP2000 was performed on thirteen 3D models of 12-story RC buildings in order to illustrate the contribution of column stiffness and column cross sections (rectangular or square), building floor plans (square or rectangular), beam stiffness and slab stiffness, on building resistance to an earthquake. The stiffness of the columns contributed more than the beams and slabs to the earthquake resistance of H.R.B.s. Rectangular cross-section columns must be properly oriented in order for H.R.B.s and slender buildings to attain the maximum resistance against earthquakes.


2010 ◽  
Vol 2 (5) ◽  
Author(s):  
Nuno Rodrigues ◽  
Luís Magalhães ◽  
João Paulo Moura ◽  
Alan Chalmers ◽  
Filipe Santos ◽  
...  

The manual creation of virtual environments is a demanding and costly task. With the increasing demand for more complex models in different areas, such as the design of virtual worlds, video games and computer animated movies the need to generate them automatically has become more necessary than ever.This paper presents a framework for the automatic generation of houses based on architectural rules. This approach has some innovating features, including the implementation of architectural rules, and produces 2D floor plans as well as complete 3D models, with a high level of detail, in just a few seconds. To evaluate the framework two different applications were developed and the output models were tested for different fields of application (e.g. virtual worlds). The results obtained contain evidences that the proposed framework may lead to the development of several specific applications to produce accurate 3D models of houses representing different realities (e.g. civilizations, epochs, etc.).


2021 ◽  
Vol 7 (1) ◽  
pp. 29-40
Author(s):  
Espen Johnsen Bøe

Being present at a location of historical significance, often demands imagination to understand the full scope of the area. An approach to spark one’s imagination is to present a mediated simulation of a historic location in situ. As an application example, we used the sitsim AR platform to develop a simulation that conveys the history of fishermen in the historic fishing village of Storvågan in Lofoten, Norway. The study presents a rendition of the sitsim AR platform’s functionality for engaging presentations of historical photographs. This functionality is enhanced from solely representing buildings in a historical photograph into also representing animated human characters. In Storvågan, a museum (Lofotmuseet) occupies historically significant buildings amid the historic surroundings. This museum exhibits a historical photograph of fishermen that also shows how the area once looked. This photograph is remediated into a 3D animation, presented as a real-time generated simulation, at the location where the photograph was originally photographed. The study documents a design experiment including the modelling and animation of a 3D representation depicting the photograph. The functionality is evaluated based on user feedback from a case study of a beta version on location in Lofoten. Users reported that the animated fishermen contribute to an engaging experience and a feeling of being “part of the history.” The majority of users perceived the 3D representation as credible. An analysis of the modelled characters concludes that the 3D-models lack perceptual validity; hence, the case study’s positive results were somewhat unexpected. Three theories are presented as conceivable explanations for the unexpected result. Ultimately, the study provides a method for modelling and animation of people from a historical photograph, and showcases how the animation of human characters in a sitsim may be applied to convey cultural heritage in an engaging way. 


Author(s):  
Diana Santos ◽  
Márcio Dionísio ◽  
Nuno Rodrigues ◽  
António Pereira
Keyword(s):  

2020 ◽  
Vol 32 (5) ◽  
pp. 167-180
Author(s):  
Delia Irazu Hernández Farías ◽  
Rafael Guzmán Cabrera ◽  
Teodoro Cordova Fraga ◽  
Jose Zacarías Huamaní Luna ◽  
Jose Francisco Gomez Aguilar

The registration of a 3D model over an image can be seen as the alignment of visual correspondences extracted from these two data. This is a challenging task and it is even more complex when the two images have a different modality. This paper introduces an approach that allows matching features detected in two different modalities: photographs and 3D models, by using a common 2D representation. Our approach is based on a modifcation of the Marching Cubes algorithm aiming to remove ambiguous cases without adding further calculations in each cube. We share the idea about the crucial importance of splitting the equivalence cases into two classes. Considering all the possible states inside/outside in the four corners of a cube side, indeed, there are only four non-trivial cases after eliminating those equivalences through the rotation. The obtained results allow us to validate the feasibility of the proposed methodology.


2020 ◽  
pp. 11-15
Author(s):  
A. A. Zubrilin ◽  
M. N. Makarov

The historical perspective provides an overview of how to study flowcharts in a school informatics course. Computer applications and Internet services are considered that automate the development of flowcharts. It is shown how 3D technologies can help an informatics teacher in preparing 3D models for the study of flowcharts.


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