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

  1. 1. Using 3D Design software, BIM and game engines forarchitecturalhistoricalreconstruction<br />CF2011 07-07-2011<br />1<br />Dr. Arch.Eng. Stefan Boeykens<br />
  2. 2. Overview<br />Research Context<br />Case Studies & Examples<br />Demonstration<br />Conclusions & FutureWork<br />2<br />CF2011 07-07-2011<br />Dr. Arch.Eng. Stefan Boeykens<br />
  3. 3. Research CONTEXT<br />From BIM to SIM and beyond<br />What do we want to do?<br />Conceptual Framework<br />Dr. Arch.Eng. Stefan Boeykens<br />3<br />CF2011 07-07-2011<br />
  4. 4. Performance Simulation (SIM)<br />4<br />CF2011 07-07-2011<br />Dr. Arch.Eng. Stefan Boeykens<br />
  5. 5. Performance Simulation<br />5<br />CF2011 07-07-2011<br />Dr. Arch.Eng. Stefan Boeykens<br />
  6. 6. InformationVisualization (infovis)<br />6<br />CF2011 07-07-2011<br />Dr. Arch.Eng. Stefan Boeykens<br />
  7. 7. ConceptualFramework<br />7<br />CF2011 07-07-2011<br />Dr. Arch.Eng. Stefan Boeykens<br />
  8. 8. ConceptualFramework<br />Investigate feedback data versus designer<br />Explorative use of infovis<br />8<br />CF2011 07-07-2011<br />Dr. Arch.Eng. Stefan Boeykens<br />
  9. 9. Case Studies & Examples<br />Several building reconstructions<br />Using various approaches and techniques<br />Dr. Arch.Eng. Stefan Boeykens<br />9<br />CF2011 07-07-2011<br />
  10. 10. Modelingfor different contexts<br />Dr. Arch.Eng. Stefan Boeykens<br />10<br />CF2011 07-07-2011<br />
  11. 11. Collaboration and tagging<br />Dr. Arch.Eng. Stefan Boeykens<br />11<br />CF2011 07-07-2011<br />
  12. 12. Game engines and interaction<br />Dr. Arch.Eng. Stefan Boeykens<br />12<br />CF2011 07-07-2011<br />
  13. 13. Attention to workflow<br />Dr. Arch.Eng. Stefan Boeykens<br />13<br />CF2011 07-07-2011<br />
  14. 14. Communication and Presentation<br />Dr. Arch.Eng. Stefan Boeykens<br />14<br />CF2011 07-07-2011<br />
  15. 15. InteractiveAccessibilityAssessment<br />Dr. Arch.Eng. Stefan Boeykens<br />15<br />CF2011 07-07-2011<br />
  16. 16. Communication and Presentation<br />Dr. Arch.Eng. Stefan Boeykens<br />16<br />CF2011 07-07-2011<br />
  17. 17. Recommendations & Issues<br />Dr. Arch.Eng. Stefan Boeykens<br />17<br />CF2011 07-07-2011<br />
  18. 18. Demonstration<br />Dr. Arch.Eng. Stefan Boeykens<br />18<br />CF2011 07-07-2011<br />
  19. 19. Conclusions & FutureWork<br />So what did we learn?<br />Model for different purposes<br />Beware of updating workflow<br />Chose your “master” model or assembly<br />Dr. Arch.Eng. Stefan Boeykens<br />19<br />CF2011 07-07-2011<br />
  20. 20. Thankyouforyourattention<br />Questions?<br />CF2011 07-07-2011<br />Dr. Arch.Eng. Stefan Boeykens<br />20<br />

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