scholarly journals PARAMETRIC MODELLING APPROACH TO RECONSTRUCTING ARCHITECTURAL INDOOR SPACES FROM POINT CLOUDS

Author(s):  
W. Wahbeh

Abstract. In this paper, some outcomes of a research project which aims to introduce automation to speed up modelling of architectural spaces based on point clouds are presented. The main objective of the research is to replace some manual parametric modelling steps with automatic processes to obtain editable models in BIM-ready software and not to generate non-parametric IFC (Industry Foundation Classes) models. An approach of automation using visual programming for interior wall modelling based on point clouds is presented. The pipeline and the different concepts represented in this paper are applicable using different programming languages but here the use of Rhinoceros as a modelling software and its open-source visual programming extension "Grasshopper" is intentional as it is in common use for parametric modelling and generative design in architectural practice. In this research, it is assumed that there is a predominance of three mutually orthogonal directions of the walls in the interior spaces to be analysed, which is the case of most indoor spaces.

2021 ◽  
Vol 13 (19) ◽  
pp. 11088
Author(s):  
Marco Francesco Funari ◽  
Ameer Emad Hajjat ◽  
Maria Giovanna Masciotta ◽  
Daniel V. Oliveira ◽  
Paulo B. Lourenço

Historic masonry buildings are characterised by uniqueness, which is intrinsically present in their building techniques, morphological features, architectural decorations, artworks, etc. From the modelling point of view, the degree of detail reached on transforming discrete digital representations of historic buildings, e.g., point clouds, into 3D objects and elements strongly depends on the final purpose of the project. For instance, structural engineers involved in the conservation process of built heritage aim to represent the structural system rigorously, neglecting architectural decorations and other details. Following this principle, the software industry is focusing on the definition of a parametric modelling approach, which allows performing the transition from half-raw survey data (point clouds) to geometrical entities in nearly no time. In this paper, a novel parametric Scan-to-FEM approach suitable for architectural heritage is presented. The proposed strategy uses the Generative Programming paradigm implementing a modelling framework into a visual programming environment. Such an approach starts from the 3D survey of the case-study structure and culminates with the definition of a detailed finite element model that can be exploited to predict future scenarios. This approach is appropriate for architectural heritage characterised by symmetries, repetition of modules and architectural orders, making the Scan-to-FEM transition fast and efficient. A Portuguese monument is adopted as a pilot case to validate the proposed procedure. In order to obtain a proper digital twin of this structure, the generated parametric model is imported into an FE environment and then calibrated via an inverse dynamic problem, using as reference metrics the modal properties identified from field acceleration data recorded before and after a retrofitting intervention. After assessing the effectiveness of the strengthening measures, the digital twin ability of reproducing past and future damage scenarios of the church is validated through nonlinear static analyses.


2014 ◽  
Vol 5 (2) ◽  
pp. 778-789
Author(s):  
Hassan Nouri Al-Obaidi ◽  
Ali A. Rashead Al-Azawy

Current research presents a visual-computational tool to design and investigate round electrostatic lenses in sense of analysis procedure. The finite elements methods is adopted to find the electrostatic potential in the lens region. Laplace’s equation is first replaced by a certain functional which physically represent the electric energy stored in the electric field. This functional is then minimized at each mesh point with respect to the nearest eight ones. This minimization process is proved to be entirely equivalent to solving Laplace’s equation. The requirement that the functional being minimized is then yields a set of nine point equations which inter relate the potentials at adjacent mesh points. Finally this set of equations is solved to find the electrostatic potential at each mesh point in the region of the lens under consideration. The procedure steps mention above are coded to program written in visual basic. Hence an interface tool for analyzing and designing electrostatic lenses has been built up. Designing results proved that the introduced tools has an excellent outputs in comparison with the others written in not visual programming languages. Furthermore it easier for researchers and designer to use such a tool over their counterpart ones.


2021 ◽  
Vol 13 (8) ◽  
pp. 1584
Author(s):  
Pedro Martín-Lerones ◽  
David Olmedo ◽  
Ana López-Vidal ◽  
Jaime Gómez-García-Bermejo ◽  
Eduardo Zalama

As the basis for analysis and management of heritage assets, 3D laser scanning and photogrammetric 3D reconstruction have been probed as adequate techniques for point cloud data acquisition. The European Directive 2014/24/EU imposes BIM Level 2 for government centrally procured projects as a collaborative process of producing federated discipline-specific models. Although BIM software resources are intensified and increasingly growing, distinct specifications for heritage (H-BIM) are essential to driving particular processes and tools to efficiency shifting from point clouds to meaningful information ready to be exchanged using non-proprietary formats, such as Industry Foundation Classes (IFC). This paper details a procedure for processing enriched 3D point clouds into the REVIT software package due to its worldwide popularity and how closely it integrates with the BIM concept. The procedure will be additionally supported by a tailored plug-in to make high-quality 3D digital survey datasets usable together with 2D imaging, enhancing the capability to depict contextualized important graphical data to properly planning conservation actions. As a practical example, a 2D/3D enhanced combination is worked to accurately include into a BIM project, the length, orientation, and width of a big crack on the walls of the Castle of Torrelobatón (Spain) as a representative heritage building.


2021 ◽  
Vol 5 (1) ◽  
Author(s):  
Mark Noone ◽  
Aidan Mooney ◽  
Keith Nolan

This article details the creation of a hybrid computer programming environment combining the power of the text-based Java language with the visual features of the Snap! language. It has been well documented that there exists a gap in the education of computing students in their mid-to-late teenage years, where perhaps visual programming languages are no longer suitable and textual programming languages may involve too steep of a learning curve. There is an increasing need for programming environments that combine the benefits of both languages into one. Snap! is a visual programming language which employs “blocks” to allow users to build programs, similar to the functionality offered by Scratch. One added benefit of Snap! is that it offers the ability to create one’s own blocks and extend the functionality of those blocks to create more complex and powerful programs. This will be utilised to create the Hybrid Java environment. The development of this tool will be detailed in the article, along with the motivation and use cases for it. Initial testing conducted will be discussed including one phase that gathered feedback from a pool of 174 first year Computer Science students. These participants were given instructions to work with the hybrid programming language and evaluate their experience of using it. The analysis of the findings along with future improvements to the language will also be presented.


2021 ◽  
Author(s):  
◽  
Christopher David Welch

<p>Parametric design tools and visual programming languages are fast becoming an important part of the architects design process. A review of current literature notes that the barrier to entry into the medium is lowering while the power of the tools available is increasing. The purpose of this research is to use these emerging tools to explore complex architectural issues related to space planning and massing. This research aims to bring these aspects of the design process together to generate an architecture where programme and aesthetic are derived in equal measure by the architect and the computer. The project began with a series of technical studies focusing primarily on space planning, massing, site analysis and circulation with the purpose of using an amalgamation of these techniques to develop into a final generative algorithm. These ideas are explored through an open ended design process of iterative research and testing, self and peer review, development and critical reflection. The viability of the algorithm is then tested through the generation a number of test buildings, across variety of sites. In order to provide a direction and author a degree of creative friction within the research process, the projects are framed around the development of a mid-size, urban sited secondary school. The final algorithm provides constraints in such a way that the architecture evolves in a natural, predictable way that can still surprise and inform, as well as consistently producing viable, interesting iterations of buildings. This process, described as an “open box” structure, produced a wide variety of working concepts and provided a high level of control as a designer.</p>


Author(s):  
Noah Kellman

Writing music for games is an art that requires conceptual forethought, specialized technical skill, and a deep understanding of how players interact with games and game audio. The Game Music Handbook embarks on a journey through numerous soundscapes throughout video game history, exploring a series of concepts and techniques that are key to being a successful game music composer. This book organizes key game music scoring concepts into an applicable methodology, describing them with memorable distinctions that leave readers with a clear picture of how to apply them to creating music and sound. Any music composer or musician who wishes to begin a career in game composition can pick up this text and quickly gain a solid understanding of the core techniques for composing video game music, as well as the conceptual differences that separate it from any other compositional field. Some of these topics include designing emotional arcs for nonlinear timelines, the relationship between music and sound design, discussion of the player’s interaction with audio, and more. There is also much to be gained by advanced readers or game audio professionals, who will find detailed discussion of game state and its effect on player interaction, a composer-centric lesson on programming, how to work with version control, information on visual programming languages, emergent audio, music for virtual reality (VR), procedural audio, and other indispensable knowledge about advanced reactive music concepts. The text often explores the effect that music has on a player’s interaction with a game. It discusses the practical application of this interaction through the examination of various techniques employed in games throughout video game history to enhance immersion, emphasize emotion, and create compelling interactive experiences.


Author(s):  
Ja-Ryound Choi ◽  
Soon-Bum Lim

Instructors can now work with students to create various textbooks based on crowdsourcing. In particular, as feedback provided by students is essential for determining the quality and direction of classes, instructors should interact with students who are currently participating in classes by exchanging feedback. This paper proposes a block editing model that can reflect student feedback. The block editing model is an interactive e-textbook editing model that is dynamically updated based on the feedback provided by students in real time without modifying the structure of digital textbooks. In particular, in order for even non-developers who do not know web programming languages to be able to produce interactive digital textbooks easily, the authors developed an editor that could help implement them based on Blockly, a visual programming language. This paper enables instructors to improve the direction and quality of classes depending on the learning achievement of students and understanding based on feedback information provided by students and feedback analysis.


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