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Using 3D Design software, BIM and game engines for architectural historical reconstruction CF2011 07-07-2011 1 Dr. Arch.Eng. Stefan Boeykens

Using 3D Design software, BIM and game engines for architectural historical reconstruction

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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.

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Page 1: Using 3D Design software, BIM and game engines for architectural historical reconstruction

1Dr. Arch.Eng. Stefan Boeykens

Using 3D Design software, BIM and game engines for architectural historical reconstruction

CF2011 07-07-2011

Page 2: Using 3D Design software, BIM and game engines for architectural historical reconstruction

Overview

• Research Context• Case Studies & Examples• Demonstration• Conclusions & Future Work

2CF2011 07-07-2011 Dr. Arch.Eng. Stefan Boeykens

Page 3: Using 3D Design software, BIM and game engines for architectural historical reconstruction

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

Page 8: Using 3D Design software, BIM and game engines for architectural historical reconstruction

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