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Architectural DesignThe architectural design studio of the future will be radically different from the crowded rooms filled with drafting tables today. We envision a scenario where each designers drafting table consists of a transparent digitizing surface, a cordless pen, and a high-resolution, rear-projection display system driven by a powerful microprocessor or set of microprocessors. Each "station" will be capable of dynamically displaying high quality renderings, with all of the subtle effects like shading, shadowing, textures, and interreflections necessary for the evaluation of space and aesthetic judgments. All will be connected with a high bandwidth Internet to both local and national databases. What is missing is the software to do this! Although much progress has been made at the rendering stage, architectural modeling, particularly at the early stages of design, represents one of the most difficult challenges for the interactive graphics software industry. Currently, available architectural design software is difficult to use at the preliminary design phase. Most offerings are derived from two-dimensional drafting systems requiring precise input. What is needed is a "back-of-the-envelope" environment, with the ability to sketch, doodle, and erase, to proceed in an iterative, non-linear fashion, and to perform these operations in a full three-dimensional domain. Since design is an iterative process and it is frequently necessary to work conceptually in two dimensions as well as three, it is important to be able to migrate freely from one domain to another. It is just as important to be able to extract plans, sections, and elevations from 3D sketches and models, as it is the other way around. We must also be able to shift freely from the three-dimensional sketches to approximate surface models composed of primitive elements to solid models with precise definitions. We must be able to progressively move from the simple line drawing and direct lighting routines used in standard graphics hardware to photorealistic representations including shading, shadows, textures, and global illumination, as well as provide all of the perceptual cues necessary to disambiguate complex models. Finally, we have to do this in real-time, providing dynamic walkthroughs since movement is really necessary to evaluate space. No software is currently available which provides the thread of continuity between these widely varying levels of representations. Our specific objectives include providing answers to the following questions.
We need a better understanding of how symbolic, graphic and visual abstractions work and of how they interact to enhance and clarify our understanding of the underlying issues. Participants
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Last modified on: 10/19/99 |