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BAR 1005 -
VIRTUAL
ARCHITECTURE
SUBMITTED BY :
GOVIND GOPAL NAIR
A20104015011
BARCH | SEM 10
The only photograph that can be made
of architecture is three-dimensional
Frank Lloyd Wright
“
SUBMITTED TO : DR. PRATHEEK SUDHAKARAN
Virtual reality
VIRTUAL
REALITY
• The emergence of virtual reality applications for
architecture has been one of the big stories of the
past few years — in the future, we’ve been told, VR will
become an integral part not just of presenting a
project, but of the design process as well.
• For many design-led industries, the biggest challenge
is often convincing the client that the finished article
will look just like — or better than — the 2D or 3D
representation.
• No matter how talented the designer, it can take a
leap of faith and a vivid imagination from the client to
get them on board with, and excited by, a design idea.
• Architecture is no different and that’s why virtual
reality for architecture and design could help
transform this industry.
VIRTUAL REALITY FOR
ARCHITECTS
• VR technology has so much potential for architects and designers.
From initial design mock-ups, to project collaboration, through to
the finishing touches that make a building design go from good
to great, virtual reality possesses the capability to really sell an
idea better than any other medium.
• As mentioned at the beginning of this article, one of the greatest
challenges faced by architects is working with a client to convince
them that a design works, before receiving valuable — and
workable — feedback that can be integrated into a finished
design.
• And the bigger the project, the more stakeholders it will
inevitably involve. It’s unlikely that there will be one single
decision maker; rather, multiple people will be asked for their
input on various aspects of a building’s design. Getting all these
people into a single room to discuss these design decisions can
be incredibly difficult, not to mention time consuming and
inefficient.
• Floor plans, 3D renderings, and models are often used to convey
an idea for a particular space within a design, but even these
approaches — a staple of architectural design — can fail to
effectively communicate ideas with clients.
DESIGNING
IN A
VIRTUAL WORLD
• Now, this description of virtual reality for architecture
might sound quite superficial. It will undoubtedly work
as a presentation tool, allowing clients to gain an
understanding of how a design will look to scale and at
a more visceral level. But how will it impact an
architect’s workflow?
• To be truly effective, the VR technology will need to
allow clients to fully interact with a proposed model;
going so far as to be able to open and close doors and
windows, turn lights on and off, and move objects
around the room. This level of interaction will then
need to form part of the client’s feedback — i.e. what
were the aspects of the design that the client
particularly enjoyed? Where did they struggle to
engage and interact? What didn’t they like?
• Finally, this visual feedback has to be recorded and
incorporated into the final design.
“The incredible thing about the
technology is that you feel like you’re
actually present in another place with
other people. People who try it say it’s
different from anything they’ve ever
experienced in their lives.”
— Mark Zuckerberg
Augmented
Reality
Augmented Reality is a combination of real scene
viewed and a virtual scene generated by a computer
that augments the scene with additional information.
An AR adds virtual computer generated objects,
audio & other sense enhancements to a real world
environment.
WHY
AR ?
• AR enhances the user experience
which creates positive impact towards
brand and company. AR reduces the
infrastructure cost, as it runs on user's
hardware.
HOW AR
WORKS?
• Pick a real-world scene
• Replace some portion of real world
scene by virtual object
(Augmentation).
• Run the clubbed scene in real time.
Categories of
AR?
• AR is categorised mainly in two
categories
• Target / Marker based Augmented
Reality (Discussed in detail )
• Location based Augmented Reality
Target or Marker based
Augmented Reality
• The main features of Target are predefined in the
application. When applications locates the target in
the image through camera, target’s position &
orientation gets calculated and Virtual Object is
augmented as per that information.
Location Based
Augmented Reality
• Device’s latitude & longitude is find out through
GPS or other Geo based protocols; device’s
orientation is calculated through gyroscope & Virtual
Object augmented accordingly.
Mixed reality
Mixed reality
• Mixed Reality is moving out of the research-labs into
our daily lives.
• It plays an increasing role in architecture, design and
construction.
• The combination of digital content with reality creates
an exciting synergy that sets out to enhance
engagement within architectural design and
construction. State-of-the-art research projects on
theories and applications within
• Mixed Reality are presented by leading researchers
covering topics in architecture, design collaboration,
construction and education.
• They discuss current projects and offer insight into
the next wave of Mixed Reality possibilities.
Presence/
Immersion
Immersive VR = iVR
• Immersive VR = iVR iVR is the
science and technology required for
a user to feel present, via
perceptive, cognitive
and functional immersion and
interaction, in a (computer)
generated environment
Presence VR
• Presence is the magic of virtual
reality (VR), the feeling that you're
actually in the virtual world. Presence will
cause the user to suspend disbelief and
believe they are in the virtual
environment, reacting to stimuli as if they
were in the real world
Teleportation
Teleportation
• Locomotion is an important component of
video games since it can have a strong
influence on user experience. In this study, a
new locomotion technique we called "Point
& Teleport" is described and compared with
two commonly used VR locomotion
techniques of walk-in-place and joystick.
• In this technique, users simply point where
they want to be in virtual world and they are
teleported to that position. As a major
advantage, it is not expected to introduce
motion sickness since it does not involve
any visible translational motion.
Foveated
Rendering
Foveated
Rendering VR
• Foveated rendering is
a rendering technique which uses an eye
tracker integrated with a virtual
reality headset to reduce
the rendering workload by greatly
reducing the image quality in the
peripheral vision (outside of the zone
gazed by the fovea).
Haptic
Feedback
Haptic
Feedback
• The haptic feedback system
allows the removal of current
controller interfaces which are
difficult for first time or unfamiliar
users and allows users to interact
in virtual environments with their
hands through hand tracking
techniques.
GOVIND GOPAL NAIR
A20104015011
BARCH | SEM 10

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Virtual reality and its use in architecture

  • 1. BAR 1005 - VIRTUAL ARCHITECTURE SUBMITTED BY : GOVIND GOPAL NAIR A20104015011 BARCH | SEM 10 The only photograph that can be made of architecture is three-dimensional Frank Lloyd Wright “ SUBMITTED TO : DR. PRATHEEK SUDHAKARAN
  • 3. VIRTUAL REALITY • The emergence of virtual reality applications for architecture has been one of the big stories of the past few years — in the future, we’ve been told, VR will become an integral part not just of presenting a project, but of the design process as well. • For many design-led industries, the biggest challenge is often convincing the client that the finished article will look just like — or better than — the 2D or 3D representation. • No matter how talented the designer, it can take a leap of faith and a vivid imagination from the client to get them on board with, and excited by, a design idea. • Architecture is no different and that’s why virtual reality for architecture and design could help transform this industry.
  • 4. VIRTUAL REALITY FOR ARCHITECTS • VR technology has so much potential for architects and designers. From initial design mock-ups, to project collaboration, through to the finishing touches that make a building design go from good to great, virtual reality possesses the capability to really sell an idea better than any other medium. • As mentioned at the beginning of this article, one of the greatest challenges faced by architects is working with a client to convince them that a design works, before receiving valuable — and workable — feedback that can be integrated into a finished design. • And the bigger the project, the more stakeholders it will inevitably involve. It’s unlikely that there will be one single decision maker; rather, multiple people will be asked for their input on various aspects of a building’s design. Getting all these people into a single room to discuss these design decisions can be incredibly difficult, not to mention time consuming and inefficient. • Floor plans, 3D renderings, and models are often used to convey an idea for a particular space within a design, but even these approaches — a staple of architectural design — can fail to effectively communicate ideas with clients.
  • 5. DESIGNING IN A VIRTUAL WORLD • Now, this description of virtual reality for architecture might sound quite superficial. It will undoubtedly work as a presentation tool, allowing clients to gain an understanding of how a design will look to scale and at a more visceral level. But how will it impact an architect’s workflow? • To be truly effective, the VR technology will need to allow clients to fully interact with a proposed model; going so far as to be able to open and close doors and windows, turn lights on and off, and move objects around the room. This level of interaction will then need to form part of the client’s feedback — i.e. what were the aspects of the design that the client particularly enjoyed? Where did they struggle to engage and interact? What didn’t they like? • Finally, this visual feedback has to be recorded and incorporated into the final design.
  • 6. “The incredible thing about the technology is that you feel like you’re actually present in another place with other people. People who try it say it’s different from anything they’ve ever experienced in their lives.” — Mark Zuckerberg
  • 7. Augmented Reality Augmented Reality is a combination of real scene viewed and a virtual scene generated by a computer that augments the scene with additional information. An AR adds virtual computer generated objects, audio & other sense enhancements to a real world environment.
  • 8. WHY AR ? • AR enhances the user experience which creates positive impact towards brand and company. AR reduces the infrastructure cost, as it runs on user's hardware.
  • 9. HOW AR WORKS? • Pick a real-world scene • Replace some portion of real world scene by virtual object (Augmentation). • Run the clubbed scene in real time.
  • 10. Categories of AR? • AR is categorised mainly in two categories • Target / Marker based Augmented Reality (Discussed in detail ) • Location based Augmented Reality
  • 11. Target or Marker based Augmented Reality • The main features of Target are predefined in the application. When applications locates the target in the image through camera, target’s position & orientation gets calculated and Virtual Object is augmented as per that information.
  • 12. Location Based Augmented Reality • Device’s latitude & longitude is find out through GPS or other Geo based protocols; device’s orientation is calculated through gyroscope & Virtual Object augmented accordingly.
  • 14. Mixed reality • Mixed Reality is moving out of the research-labs into our daily lives. • It plays an increasing role in architecture, design and construction. • The combination of digital content with reality creates an exciting synergy that sets out to enhance engagement within architectural design and construction. State-of-the-art research projects on theories and applications within • Mixed Reality are presented by leading researchers covering topics in architecture, design collaboration, construction and education. • They discuss current projects and offer insight into the next wave of Mixed Reality possibilities.
  • 16. Immersive VR = iVR • Immersive VR = iVR iVR is the science and technology required for a user to feel present, via perceptive, cognitive and functional immersion and interaction, in a (computer) generated environment
  • 17. Presence VR • Presence is the magic of virtual reality (VR), the feeling that you're actually in the virtual world. Presence will cause the user to suspend disbelief and believe they are in the virtual environment, reacting to stimuli as if they were in the real world
  • 19. Teleportation • Locomotion is an important component of video games since it can have a strong influence on user experience. In this study, a new locomotion technique we called "Point & Teleport" is described and compared with two commonly used VR locomotion techniques of walk-in-place and joystick. • In this technique, users simply point where they want to be in virtual world and they are teleported to that position. As a major advantage, it is not expected to introduce motion sickness since it does not involve any visible translational motion.
  • 21. Foveated Rendering VR • Foveated rendering is a rendering technique which uses an eye tracker integrated with a virtual reality headset to reduce the rendering workload by greatly reducing the image quality in the peripheral vision (outside of the zone gazed by the fovea).
  • 23. Haptic Feedback • The haptic feedback system allows the removal of current controller interfaces which are difficult for first time or unfamiliar users and allows users to interact in virtual environments with their hands through hand tracking techniques.