dB-rep

dB-rep. (website) danBelcher-representation (abbv). A boundary site at the intersection of Design Computing and Human-Computer Interaction, Media and Representation, Cognition and Cognitive Science.
B-rep. (noun) Boundary Representation (abbv.) boundary rep. is a method for representing shapes using the limits of surface elements, the boundary between solid and non-solid.

Design Technology, Media, Cognition

design computing, media, cognition

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GoogleEarth to OBJ

OBJ from GoogleEarth

Just came across a method of using OGLE and GLIntercept to dump geometry from GoogleEarth to the OBJ file format.  I’ve summarized the steps here, but complete and detailed instructions can be found on the EyeBeam OGLE website.

DISCLAIMER:  The following is for illustration purposes only. The following text does not advocate for or condone the commercial use of copyrighted materials without the consent of the owner(s) or author(s).  Furthermore, since this process requires changing some system libraries (dll files), the author of this text is not responsible for damages to your computer or loss of data.  Follow these instructions at your own risk.

Prerequisites:

Instructions:

1.     Install GLIntercept…

2.     Copy the system .dll (C:\WINDOWS\system32\opengl32.dll) to your GoogleEarth directory (name it opengl32.orig.dll) as backup.

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Virtualwind 3D Wind Flow: Quick Review

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I’ve spent a bit of time putting Virtualwind through the paces.  Looks like a winning piece of software.  First thing to mention is: Virtualwind is intended for simple CFD studies, pedestrian-level wind for example, not complicated mechanical system studies.  Second thing to mention is: it’s a SketchUp plug-in…so keep this in mind as well.  I’m very interested in this new move by many Building Performance Simulation software developers toward SketchUp as a geometry handler: as troubling as that is in some respects (geometric integrity being one of them), it also shows a commitment to fluid work-flows and intuitive UIs.  Two other good examples of this are IES VE’s SketchUp plug-in (very cool), as well as the new EnergyPlus SketchUp plug-in (buggy, but shows promise).  Virtualwind falls in the “very nice” category.

1st: You start in SketchUp, modeling or importing your geometry.  For my test, I decided to grab a random building (one I didn’t model) so as to throw something at it that I thought would take some doing, perhaps some massaging.  I downloaded the Seattle Public Library (ok, not so random after all) from Google’s 3D Warehouse:

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On the SketchUp side, Virtualwind is mainly concerned with parsing the geometry in such a way that is amenable to CFD analysis.  This part is awesome.  It’s about a 2 click process of checking the model for “water-tightness” then separating the geometry into vw_relative layers.  I spent all of 5 minutes figuring this part out.it’s straightforward, and it preserves the original geometry nicely.  Next you click the Virtualwind button and it creates a CFD project file and launches the application.  What is normally jarring is what happens next: in the case of the IES-VE, you usually are presented with a dramatically more complex interface.  Not so here.  Virtualwind launched right away with “my” library project loaded and looking perfect, the interface only presents you with a couple buttons.all in order of what should happen.

2nd: In Virtualwind, you do have to go through some steps to setup your CFD study, but these are refreshingly easy and straightforward, all with adequate visual feedback to let you know what is happening.  You set up a domain (this is basically a bounding box around the area of the model you want included in the study.  You set a wind direction and speed, and this is just a big arrow on the edge of the domain.  Next you add/load some atmospheric conditions.and that’s pretty much all I needed to do.  In this case, I ran the study with 15 mph wind from the west on a cool day…no context in the model, but I was just testing it.

3rd: You click “Submit Study.”  From a technical standpoint, this part was impressive.  Virtualwind launches ViNE (their actual CFD simulation engine).  So ViNE client launches, which lets you set up single or multi-processors setups, as well as network nodes for processing different time-steps.  It was super-easy and sets up a nice job monitor of work in the queue.  One you’re ready to start, you just click “Start.”  The only thing lacking was an ETA bar, but it does keep track of how long a study needs to run.  Just for kicks, I ran the study on high-quality (I figured I had a relatively simple geometry), and it took 1 hour 54 minutes (Intel Core 2 Duo 2.97 GHz) using only one of my processors.  When it’s done, it ViNE (the simulation engine) spits out the results back to the Virtualwind interface and lets you view it in many different ways, as well as output animated AVI movies as well.  Here’s a screen capture:

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Again, I’ve only spent about an hour with the interface and work-flow, but it really looks like there’s a lot under the hood, all while making simple studies relatively painless.  It also looks like Virtualwind will accept any STL file (so can by-pass SketchUp with some finesse) but - at this point - the SketchUp plug-in does some nice heavy lifting when it comes to geometry integrity checking.

Overall, Virtualwind is well worth checking out for early design studies.

GIS to 3DS

3dsmaxviewHere are some basic instructions for converting/importing GIS building and terrain shapefile data into 3DS, Rhino, etc. This may not be the most elegant or efficient manner of conversion out there, but it does the job.

The process of converting GIS building and terrain data into a usable, 3D model, is a relatively simple (but not necessarily) straightforward task.  The general idea is to use GIS data, including non-graphical data fields like ‘apex’ and ‘elevation,’ to create a 3D model that can later be edited with various 3D modeling software.  For buildings, the method is to translate the building footprints (from the GIS shapefile), to their appropriate altitude (resting on the ground), then to extrude the footprints to their appropriate height (the apex of the building), and then export it all as a VRML geometry.  For terrain, the method is to convert a contour map into a TIN (Triangulated Irregular Network), then to a Raster image, then back to a TIN, and then export it as VRML geometry.

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Agents, Crowds, Architectures

picture-1“For seeing life is but a motion of limbs, the beginning whereof is in some principal part within, why may we not say that all automata (engines that move themselves by springs and wheels as doth a watch) have an artificial life?”
-Thomas Hobbes, Leviathan, 1660.

For sheer uncanny sci-fi weirdness, nothing tops reading the abstracts for the funded projects on the Defense Science Board’s website.  The DSB is the public face of funding for academic research relevant to DARPA - the Defense Advanced Research Projects Agency.  You may know DARPA from such projects as directed heat-ray weaponry, sub-vocalization detection, passive radar, the Internet, etc.  DARPA is not as cloak-and-dagger as it may seem from its ominous name; in the defense world, it’s the Pentagon’s way of funding those wacky little “off the wall” projects that might not otherwise receive support.  You know, those cute little defenseless defense projects?  DARPA likes to call those “strategic technology vectors.”   This year, one of the main strategic vectors being pushed forward by the Pentagon is in a field called “agent modeling” or “crowd dynamics.”  DARPA has various terms for this line of research, from crowd theory to “human terrain mapping” to “social simulation.”  You can think of this broadly as the science of individual and collective behavior situated in an environment.

Shortly after the US-led invasion of Iraq, members of the US military entrusted with coordinating crowd control and counter-insurgency measures were met with the problem of navigating and intervening in unknown social and political territory.  Models of collective human behavior were thought critical to effective planning and “logistics.”   This is not the first time that the Pentagon has decided to focus on quantitative social sciences of crowds and collective behavior.  During the Vietnam War, DARPA launched an ambitious endeavor called “Project Camelot.”  DARPA’s director, R.L. Sproul, testified before congress that “it is [our] primary thesis that remote area warfare is controlled in a major way by the environment in which the warfare occurs; by the sociological and anthropological characteristics of the people involved in the war.” (McFate, 2005).  Project Camelot was tested in Chile, but was met with such local resistance and negative press domestically that Secretary of Defense Robert McNamara cancelled the program.  Much has happened since Sproul’s time and, as of 2003, this line of research is back, with new tools and new funding.

What is in question here is simulation, more specifically the simulation of people and crowds.  Simulation of physical systems is now making in-roads into architectural practice.  The facility to simulate natural processes is greatly aided by the low cost and ubiquity of computation.  The ability to simulate lighting conditions, thermal properties, acoustic effects, and structural stability, are all becoming part of sustainable design practice.  Thermal simulation (employing software such as Ecotect) can give us an accurate picture of how a space will behave under different heating/cooling and seasonal conditions, with varying numbers of bodies occupying a space.  Physically-based rendering (using Radiance) can produce images which actually contain data about light.  But behavior of light in a space is fundamentally different from the behavior of people…right?

Simulating human behavior is nothing terribly novel.  Recently, the notion of computational simulated agents has made its way into popular culture.  The Sims by Electronic Arts - the best selling computer game of all time - casts the player as the omniscient controller of a family of simulated agents.  Massive - a software tool developed for the film trilogy The Lord of the Rings - allows the user to simulate a “massive” crowd of autonomous agents who interact and exhibit complex emergent behavior.  However, these games, tools and visualizations are making their way into design practice.  What does this mean for architecture?  Imagine your SketchUp model populated with hundreds of animated characters.  Instead of the little outlined silhouettes frozen in mid-stride, exploratory agents walk through, inhabit, use, abuse and dwell in your design.

How does this work?  Just how predictable are you?  So many theories, so little time.  Biologists have long been fascinated with collective behavior in the animal kingdom.  Flocks, swarms, schools, and herds all display the hallmarks of collective emergent organization springing from the application of simple rules to large systems.  Consider two models of your behavior: “top-down” and “bottom-up.”  The top-down view sees your behavior as a direct result of the layout of an environment.  The bottom-up approach casts an person’s behavior as the result of a variable-juggling cognitively calculated reaction to input about an environment.  Both represent you as a convenient computational abstraction.  You are not you. You are an agent, within a system.  How you behave is entirely up to the system.

This brings up a number of theoretical and technical questions: What behavior should the agent simulate?  Does the agent exhibit this behavior?  Do humans behave in the same way?  How do groups of humans behave?  Do models exhibit these group behaviors?  Can models capture something beyond simply behavior? Can they capture emotion?  Mood?  Cognitive process?    What does this have to do with architecture?  Just how predictable are people?  Should we model agents and crowds at all?  Putting aside the final normative questions for the moment, let’s first consider the top-down approach.

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P-cha K-cha

pechakucha_seattlegoingrogue_web I’m nolonger a Pecha Kucha newbie.  Along with a bunch of uber-talented presenters/artists/burlesque dancers, I took part in Pecha Kucha Seattle Chapter #12 at Ouch My Eye in SoDo this past Thursday evening.  I presented a quick 6:40 called “Some Motifs on Early Adopters” which was a pseudo-autobiographical ode to the innovators, early adopters (and fast followers) I’ve crossed paths with.  Pecha Kucha is a great format…it avoids the slow versions of “Death By Powerpoint,” but it is certainly still possible to commit swift “Suicide By Powerpoint” (if one wanted to).  None of the presentations during #12 came anywhere close…all were extremely funny and energetic.  I just wish I weren’t suffering from a massive sinus-infection before, during, and after the event.  Even still, the energy in the room kept the pain at bay, and I’m glad to see all the creative crowd get nice and unprofessional in front of each other.  Hats off to everyone who was in the room.  Pecha Kucha is my new favorite Japanese onomatopoeia (up there with puru puru puru & wan wan, wan wan).

Matchmoving for Microstation

SynthEyes-to-Microstation
SynthEyes is a software that pulls 3D coordinate and positional information from a series of 2D images (a video clip). Using a combination of trigonometry and computer-vision techniques, it is possible to infer a virtual camera location that corresponds to the position of the camera used to record a video clip. This position can then be remapped to a series of “position tracks” within the scene to give you coordinates upon which to composite your virtual building model. The output from SynthEyes can then be imported into Bentley Microstation (the second part of this tutorial) where you can setup the lighting and rendering parameters to animate the scene. Begin the matchmoving process in SynthEyes.

12-1-2008-9-00-30-amOpen up shot in SynthEyes. File -> Open. SynthEyes accepts common video formats and should read all the video “meta-data” from your video if it was generated digitally. The frame-rate, interlacing, image and pixel aspect ratios should be correct. If your clip was generated with an older analog camera, you may need to track down all this information from the video capture program you used to import the clip.

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SketchUp to Microstation (via OBJ)

12-4-2008-4-03-53-pmSKP -> OBJ -> DGN

NOTE: This workflow used SketchUp 6 and Bentley Architecture XM.  Subsequent versions of either application may have better (or worse) performance using native SKP (h/t to SF).

There may be situations during the design process where importing SketchUp models into Microstation is necessary. For example, you may want to search Google’s 3D Warehouse for context buildings that you can reference into your Bentley Architecture model for a context rendering of the site. The best way to go from SketchUp to Microstation is through .OBJ. OBJ is the Lightwave file format and seems to be very material/texture friendly. Microstation has no trouble digesting the SketchUp assigned materials and importing them if the correct settings are applied. Follow the directions below to get (most, if not all) of the correct textures and scale.

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ARchitecture Hall

architecturedemoARchitecture Hall is an interface in which Augmented Reality meets Building Information Modeling.  I created during (around June 2007) of my MS in Design Computing in the Design Machine Group, in the College of Architecture and Urban Planning at the UW.  It is intended to be a simple, intuitive, Tangible User Interface with a MagicLens for viewing BIM models interactively.  It was published in and presented at eCAADe 2008 in Antwerp, Belgium.

The interaction was quite fluid and the polygon count very high: somewhere around 200,000 polygons displayed at 30 fps.  Multiple stencil-buffers were employed for the lens effect (thanks to Julian Looser for his inspiration on this one).   A simple Head’s Up Display (HUD) allows the user to toggle layer visibility.  Check out this video of the basic interaction…


ARchitecture Hall from Daniel Belcher on Vimeo.

MxR Architecture

mxr-figure02MxR Architecture, my MS thesis project, mixes physical and virtual models together in a single interface. Using Mixed Reality, virtual models can be superimposed over real models in real-time, allowing the designer/user/client to make changes, simulate sun angles, run agents studies, add components as well as transition to a fully-immersive VR view at any time.

Check out the this video for the basic interaction…


MxR Architecture from Daniel Belcher on Vimeo.

MxR - pronounced “mixer” - is a Mixed/Augmented Reality system intended to support collaboration during early phases of architectural design.  MxR allows an interdisciplinary group of practitioners and stakeholders to gather around a table, discuss and test different hypotheses, visualize results, simulate different physical systems, and generate simple forms.  MxR is also a test-bed for collaborative interactions and demonstrates different configuration potentials, from exploration of individual alternatives to group discussion around a physical model.  As a MR-VR transitional interface, MxR allows for movement along the reality-virtuality continuum, while employing a simple tangible user-interface and a MagicLens interaction technique.