| Architecture Australia - September/October 2006 - Practice PRACTICE NEW GENERATION SIMULATION TECHNOLOGY

| Jules Moloney and Patrick Janssen from the University of Melbourne discuss current and next-generation technology for visual and environmental simulation, with an emphasis on tools suitable for the early stages of design. |
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 Palazzo Littorio, a
historical research
project developed with
computer game software
to appraise entries for a
1934 design competition.
Jules Moloney, 2005.
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 The Light House
by Gianni Botsford
Architects was based on
close integration of
environmental
simulation data at the
early design stages.
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DESIGN IN REAL TIME. While the Virtual Reality
(VR) centres of the 1990s had minimal impact on
practice, the availability of technology from the
computer game industry has allowed the
democratization of so-called “real time computing”. In relation to three-dimensional design media,
“real time” refers to the capacity to manipulate
geometry within a site context, complete with
simulated materials and approximate lighting. This
differs from the animation software typically used in
architecture, where it may take minutes or hours to
render a single camera view. By contrast, game
technologies are a mode of representation that is
inherently interactive, with free camera movement
allowing the designer to discover unanticipated
issues in relation to a simulated site.
The demands on computer processing power are
such that there are limits to the amount of detail that
can be updated in real time, hence game
technologies are best used at the early design stages. The design process is similar to trying out physical
models in a scaled site model. The immediate site is
approximately modelled in three dimensions, then
photographs of the actual buildings are applied to
the building elevations. Only the immediate urban
blocks need to be modelled – the background areas
are represented by a 360-degree panoramic
photograph applied to the inside surface of a
semi-sphere. Typically the design options are
modelled in standard CAD and three-dimensional
modelling software, exported to the required game
engine format and imported into the game
environment. Navigation within the simulation
occurs in first- or third-person perspective via a
human-scale figure known as an avatar. The design
teams can either walk around the design or evaluate
the project in “fly” mode. The imported design
components can be moved, scaled or rotated
and a range of different options can be swapped
in and out to allow quick comparisons from
multiple viewpoints.
The essential difference between this mode
of simulation and manipulating geometry in a
CAD environment is that there is a greater sense
of context. Rather than evaluating an abstract
object, users can make design decisions from a
position of quasi-occupation. The design focus
shifts from architecture as sterile geometry to the
design of architectural experience in relation to a
wider context, experienced within a real-time
walking mode.
Complementing this visual experience of
three-dimensional worlds, design studios
undertaken at the Spatial Information Architecture
Laboratory (SIAL) at RMIT University have
demonstrated the value of spatialized sound for
engendering a sense of activity within the
simulation. Typical sound samples from the site
or samples representing intended use can be
located spatially within the virtual environment. The samples are not acoustically correct but act
more as memory triggers, adding a cultural and
functional context to the visuals. This approach
has been adopted by the City of Melbourne, who
commissioned SIAL to produce the City Sounds
project, an online simulation that allows users to
experience types of sounds and rate the annoyance
factor as a step towards a qualitative
understanding of noise.
For practitioners wishing to experiment with
game technology, most PC games have an editing
environment available, although these are usually
for non-commercial use. The most popular low-cost
commercial software is the Torque Game Engine
and there are professional simulation authoring
applications such as Virtools or Deep Creator that
have a wide range of features including extensive
file support for typical CAD software.
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| NEXT-GEN VISUALIZATION – DIGITAL/REAL HYBRIDS. |
Imagine going to the physical site and seeing a
superimposed digital model that can be evaluated
from any angle. This mixing of digital models with
real contexts is known as mobile Augmented Reality
(AR). The basic technology has been around for
some years but the problem of camera tracking has
restricted development until the recent availability
of sub-metre GPS technology. Research undertaken
at the University of South Australia and at the
Human Interface Technology Laboratory in New
Zealand suggests commercial systems will not be
too far away. However, the current emphasis on
head-mounted display (HMD) is likely to run into
the same problems encountered by VR systems –
there is a growing consensus that HMDs are not
conducive to design as a social process, nor do they
facilitate valuable integration of traditional media
with computer visualization. Design reviews are
often a dialogue between several participants, so
a screen system rather than an HMD allows more
natural conversation and also enables the
simultaneous evaluation of reports, drawings and
physical models.
As part of a research initiative at the University
of Melbourne we are undertaking pilot studies of
two applications of screen-based AR tailored to
architecture and urban design. In the first mobile
system, a wide-screen LCD display will allow the
viewing of designs on site by multiple participants. This mobile facility also acts as a video capture
device for the second system, a three-screen stereo
projection system for use in a design review setting. This involves a video database approach, which will
allow users to access a range of prerecorded video
and design models with lighting matching the
changing site. As well as viewing the design in
relation to the original camera paths, the user will
be able to pause and evaluate the design in a free
camera/edit mode, choosing individual viewing
angles and motion. In addition, we extend the idea
of context using time-lapse techniques which will
enable the evaluation of designs over day and night
and seasonal cycles.
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| ENVIRONMENTAL SIMULATION IN THE EARLY STAGES OF DESIGN. |
The design decisions with the greatest impact on a
building’s energy consumption are made early in the
design process, when the overall configuration and
massing of the building are defined. For energy
efficiency, it is essential to evaluate design variants
at these early stages of design exploration, using
methods that do not oversimplify the complexity
of the scenario. Computational building simulation
tools offer a dependable and precise way of carrying
out such evaluations. The Light House, a new
800-square-metre house within an enclosed
back-land site in London, which Patrick Janssen
helped develop, illustrates this approach in practice. The rectangular site had a narrow entrance through
an alleyway, was encircled by a high perimeter wall
and was overlooked by the surrounding buildings. The key challenge of the project was to negotiate the
conflicts between energy efficiency, privacy,
daylight and sunlight.
As a result of the complexity of the simulation
tools, it was decided that all simulations should be
performed by the environmental engineers Arup,
using digital models of the variants provided by the
architects. In order to standardize the data generated
for each variant, the volume of the site was
modelled as a three-dimensional grid of data points,
each with a range of attributes. The simulations
resulted in a detailed environmental analysis for
each individual point, producing a database of solar
and daylight conditions throughout the year. The
inward-looking nature of the site in conjunction
with the inverted section led to the development
of a completely glazed roof that functions as an
environmental moderator, filtering sunlight and
daylight through layers of transparency and opacity.
The design of the Light House project started in
1997, when most of the building simulation tools
available were highly technical and difficult to use. Today this situation has changed – user-friendly
building simulation tools now exist, which have
been developed for designers rather than
environmental engineers. Such tools mean that it is
now feasible to integrate building simulation tools
into the design process in a highly interactive and
dynamic way. Two tools of particular interest are
Ecotect and Green Building Studio. Ecotect is a
complete building design and environmental
analysis tool that covers a broad range of simulation
and analysis functions. What sets Ecotect apart from
its competitors is its user-friendly interface and data
output. Green Building Studio performs similar
functions, but it is a web-based service rather than
a software application. The designer uses a web
browser to upload a model of the design to the
server, a series of simulations are run and the results
are displayed back to the designer.
Due to their ease of use, both Ecotect and Green
Building Studio can become an integral part of the
early explorative design phase. Although such
simulation-based tools can highlight areas where
a design is performing badly, they cannot suggest
improvements. For this, altogether different types
of tools are required that perform design synthesis
as well as design evaluation. As part of the
University of Melbourne’s Critical Research in
Digital Architecture group, Patrick is currently
developing such a synthesis tool based on the
evolutionary model in nature – design variants are
encoded in the form of genetic scripts, which are
then subjected to Darwinian evolution by natural
selection. Each design variant is simulated, and
those that perform better have a greater chance
of surviving. This ensures that the population of
design variants will gradually evolve and adapt to
become more energy-efficient. The designer may
then select the most appropriate variant for further
design development.
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| POSTSCRIPT |
Since their inception, digital design tools have
offered the capacity to simulate rather than act as
surrogate drawing boards and it is now common to
use three-dimensional computer models to evaluate
appearance prior to construction. In an ideal world,
feedback on building performance and suggestions
for improvements would coexist with more
experiential visual simulation at the early design
stages. Next-generation technology suggests this may
eventually be the norm rather than the exception. JULES MOLONEY AND PATRICK JANSSEN HAVE RECENTLY
JOINED ASSOCIATE PROFESSOR BHARAT DAVE AT THE
UNIVERSITY OF MELBOURNE TO ESTABLISH A SPECIALIST
TEACHING AND RESEARCH GROUP, CRIDA – CRITICAL RESEARCH
IN DIGITAL ARCHITECTURE.
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| FURTHER INFORMATION |
CRIDA – Critical Research in Digital Architecture
A research group at the
University of Melbourne
specializing in digital projects
in architecture, urban design,
landscape and environmental
design. W www.crida.net
Spatial Information Architecture Laboratory (SIAL)
A centre for design research
and education using computing
and modelling tools at RMIT
University. W www.sial.rmit.edu.au
Garage Games
The Torque Game Engine is
popular commercial software
for simulation and game
authoring. W www.garagegames.com
Virtools
Professional simulation
authoring software. W www.virtools.com
Right Hemisphere
Product graphics management
software. W www.righthemisphere.com
HITLabNZ
The Human Interface
Technology Laboratory New
Zealand is a research centre for
human-computer interface. W www.hitlabnz.org
Ecotect
Ecotect building analysis
software offers tools for
designers to consider
energy-efficient design using
three-dimensional simulations. W www.ecotect.com
Green Building Studio
An online energy engineering
analysis tool. W www.greenbuildingstudio.com
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