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THE GRID

THE GRID - Final Thesis Book

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The time is nigh for architects to seize the tools that await them...on THE GRID.

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Page 1: THE GRID - Final Thesis Book

T H EG R I D

Page 2: THE GRID - Final Thesis Book

Acknowledgments

Development of THE GRID would not have progressed without

the support of Art Lubetz, Josh Bard, Dale Clifford, Kai Gutschow,

Johnathan Kline, and Ramesh Krishnamurti. Also, many thanks

go to Sam Sanders, Adam Lans, Mike Jeffers, Ben Finch, Yeliz

Karadayi, Claire He, Paulina Reyes, Alex Fischer, and Emerson

Stoldt. Last but not at all least, the support of my parents was

invaluable.

Thesis Website - the--grid.tumblr.com

Secondary Thesis Website - whatisthegrid.tumblr.com

CMU SoArch Thesis Website - www.andrew.cmu.edu/course/48-509/

CMU SoArch Home - www.cmu.edu/architecture/

Contact:

Yuriy Sountsov

[email protected]

Find me on LinkedIn! Revision 10 - 5/8/20141

Page 3: THE GRID - Final Thesis Book

Fig. 0.1 QR code for the thesis website.

Fig. 0.2 QR code for the tutorials.

Acknowledgments and Contacts 1

Table of Contents 2

Part One: THE GRID Compiles 6

Part Two: THE GRID Executes 74

Part Three: THE GRID Terminates 144

Ta b l e o f Co n T e n T s

T H e G R I D

2

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Table of Contents 6

Introduction 7

Interest and Architecture Moving Forward 7

Advisors and Primary Contacts 9

Project Brief 12

Project Methods and Timeline 17

Research 21

Precedents 21

Literary Research 25

Interviews and Reviews 37

Software Research 43

Hardware Research 55

Deliverables 57

Applications 57

Moving Forward - Software Package 61

Moving Forward - Benefits and Death 63

Moving Forward - Imagination and Experience 69

Pa R T on e - Ta b l e o f Co n T e n T s

R e a l T I m e 3 D V I s u a l I z a T I o n

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Fig. 1.1 The eye provides the most powerful sense humans have: vision. Architecture is often a primarily visual profession - while many architects argue the tactile and auditory aspects of architecture are also very important, the experience always comes back to the appearance of a building. Therefore it should be of paramount importance to architects how they communicate the visuality of their designs, yet one of the most powerful tools in an architect’s arsenal, the computer, remains wholly unused.

I, Yuriy Sountsov, was interested in this project because I had

the opportunity to give something to the field of architecture that

it has struggled to have. During my last year at Carnegie Mellon

University I had the time, resources, and commitment necessary

to put forth a complete, developed, and forward-thinking project

that others could take and use in their lives as designers and

practitioners of architectural theory and thought.

In the five years that I spent studying architecture at

Carnegie Mellon University...I had seen the future. And it was a

strange future, indeed. The world, reader, was on the brink of

new and terrifying possibilities. But what was made available in

my education was severely lacking. Architects spend too long

learning tools that are obsolete by the time they find ways to

teach those tools to new architects.

What if the world could see inside the mind of the architect?

What if the architect’s ideas did not travel a maze before

becoming visible?

Architects are ready to learn. One of the major aspects of

an architectural thinker is that they are open to new ideas, new

societies of thought. Over the centuries, it has taken radical

I n T R o D u C T I o nIn T e R e s T a n D

aR C H I T e C T u R e mo V I n G fo R w a R D

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thinking of the likes of Brunelleschi, Gaudi, and Candela to

advance the field of architecture in great leaps and bounds, but

it was not because they created things that had never been seen

before but that they knew what was available and created what

could be possible. The digital world is only the latest arena which

is thus untapped. It has been exponentially growing for decades

and the time is nigh for architects to seize the tools that await

them...on THE GRID.

Fig. 1.2 Brunelleschi’s dome, a single combination of previously disparate concepts that allowed architecture to take a great leap forward.

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Yuriy Sountsov - Yuriy Sountsov is a fifth year architecture

student at Carnegie Mellon University. He is dissatisfied with

the digital backwardness of the program he has been exposed

to and wonders sometimes whether architects have become so

desensitized to the creative world around them that they think

they are on the cutting edge when in fact they are on the cutting

block. He has experience with various digital design software,

various video game engines, has seen many films and has explored

film technology. He sees a problem in architectural practice and

wishes to contribute his time and energy for free to fix it.

Arthur Lubetz - Arthur Lubetz is an Adjunct Professor in the

School of Architecture. He brings a theoretical mindset, a creative

framework, and a rigorous approach. He is also the fall semester

instructor. I have not collaborated with Arthur before though

he once taught a parallel studio. One of Arthur’s key driving

principles is the inclusion of the body in architecture. This relates

closely to my thesis.

aD V I s o R s a n D PR I m a R y Co n T a C T s

Fig. 1.3 My Fall 2010 studio project that Art Lubetz critiqued and reviewed.

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Dale Clifford - Dale Clifford is an is an Assistant Professor in

the School of Architecture. He has significant background finding

simple solutions to complex problems using media not native to

the problem. I have had Dale in two previous classes, Materials

and Assembly and BioLogic, both of which involved combining

disparate systems of assembly to achieve a goal not easily or

impossibly reached by any constituent system. Dale may also

provide many connections into digital fabrication practices.

Joshua Bard - Joshua Bard is an Assistant Professor in the

School of Architecture. He should contribute some digital and

media expertise. He was be the spring semester instructor.

Joshua co-taught a fall course, Parametric Modeling (the

other instructor being Ramesh Krishnamurti) that focuses on

integrating a software with Rhinoceros, Grasshopper, although

that software is built inside Rhinoceros as a plugin. Joshua may

help with adapting other software.

Ramesh Krishnamurti - Ramesh Krishnamurti is a Professor in

the School of Architecture. He should contextualize my thesis due

to his background studying computer visualization and vision. He

taught a course I took in the spring, Parametric Modeling. I have

worked as a Teaching Assistant with him for the class Descriptive

Geometry for a few years. He is also a great thinker - he may help

me work out the nature of my thesis and any kinks it might have.

Fig. 1.4 Samples of work made in Materials and Assembly (MnA), BioLogic, and Parametric Modeling. Top to bottom: The MnA enclosure made with zip ties; A

responsive wall using nitinol; Parametrically defined surfaces.

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Varvara Toulkeridou - Varvara Toulkeridou is a graduate

student in the School of Architecture. I have worked with her

while being a Teaching Assistant for Descriptive Geometry under

Ramesh. As she has a similar background and knowledge to

Ramesh, she may be another useful source of advice and critique.

She is also currently a Teaching Assistant in the Parametric

Modeling course that I am taking, making her available weekly

should I have specific questions I need to ask her.

Kai Gutschow - Kai Gutschow is an Associate Professor

in the School of Architecture and was the fall and spring thesis

coordinator. He developed the program as it ran, and managed

all of the students’ time and projects. He coordinated with

Johnathan Kline and Mary-Lou Arscott, the Associate Head, to

prepare the final presentation location at the Miller Gallery.

Johnathan Kline - Johnathan Kline helped Kai during

the spring. He established a more lax schedule for the spring

semester compared to the fall semester. He also organized some

of the early meetings and reviews the thesis students participated

in early in the spring semester.

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PR o j e C T bR I e fThe architectural render has long been the pinnacle of drawn

design - a constructed image that shows the viewer an idealized

view of an architectural project from a specific location within

the project at a specific time of day. Traditionally, the architect’s

primary tool for image-making was a drafting board. Some time

in the last few decades architects have adopted the computer

to serve the same role yet advance it in many ways, making the

digital render an evolution over what was possible with drafting.

Yet, despite the apparent approach towards a visual quality near

that of human sight, the digital render failed to fully use the full

power of a computer. The digital render took a horse cart and

made it into an automobile but failed to then also make a van, a

truck, or even a race car.

The allure of a digital world has fascinated people ever

since computers were able to create early vector and later raster

graphics. The idea has been explored in such films as Tron (1982)

and The Matrix (1999) and more recently in Avatar (2009), where

over half of the film was photorealistic computer effects, as

well as hundreds of student or collegiate art projects. It has led

to the development of hardware to augment the human frame,

extending what the human mind is limited to by the body. Digitally

Fig. 1.5 The complete toolset in Rhinoceros for animations.

Fig. 1.6 Diagram created by a developer of Brigade 3, a cutting edge path renderer, made by OTOY, the same people behind Octane. It posits that, after a

certain amount of geometric detail, ray tracing always beats raster meshes.

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Fig. 1.7. Three approaches to my thesis. Top to bottom: taking a render, creating many renders from it, then showing them together as an animated sequence under the control of the viewer, faster than just a series of renders; The render and the model are combined into a visual system whereby the user can explore the model in a virtual world, allowing her or him to share the model with anyone; With a real time render the concept of presence comes into play, since a moving realistic image

allows the viewer to inhabit the image.

fabricated films have gradually replaced hand-drawn films and

have even entered the mainstream as a respected category of

film. Architectural designers have tapped this field, but not as

fully as they could have.

Another way the digital world has entered the social

consciousness is through video games. While not all video games

involve a 3D virtual environment, the ones that do often go for a

highly photorealistic portrayal of a digital environment. The tools

video game designers use are often made specifically to quickly

develop virtual environments. Students have often tried to use

such tools in their projects, but although they tended to gain

success architectural firms have rarely followed suit.

It is true that video game designers create objects that are

meant for mass production, and film companies make objects

meant for mass exposure. This kind of thinking dodges the aim

of my thesis though, because I am not proposing architecture

become video game-like or film-like. I am proposing it use the

tools they use maximize digital communication.

+ + + + + + + + + +

The thesis is a field produced by two axes - the vertical

axis is that of architectural image-making: how have designers

evolved their tools to match current technological advances; the

horizontal axis is that of digital interfaces and interaction: more

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and more society is finding ways to interconnect with itself - such

interaction in architecture, a field entirely involved in the business

of being around others, seems largely absent or unused.

The first axis, visualization:

While many designers in the field have advanced the static

render into something more dynamic, making videos or flythroughs

or virtual habitats, more often than not these cases were one-

time gimmicks and have not established as a versatile aspect of

architectural design.

The second axis, interaction:

The concept of digital interaction has often been explored by

artists trying to cope with the digital frontier yet the possibility of

delivering an architectural project with extra-sensory exposure does

not seem to have gained traction among architectural designers,

even though technology exists to allow interaction beyond that

which is seen or heard.

The project, therefore, is to explore and define the extent

of such efforts in both directions, identify what was tried, what

failed, and how those attempts could be improved, identify the

best candidates (by an evolving criteria as the project develops)

for a concentrated push into versatility, and produce a working

example of the next evolution of drafting.

Fig. 1.8 Is there a possibility here?

Fig. 1.9 THE GRID. Neither interaction nor visualization alone will achieve any greatness; it is through the collaboration of the two axes that a far greater

advancement can evolve.

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The primary deliverable will be a software package which

parallels or replaces the point in design when a designer of

architecture would make a static render and, instead of producing

a mere digital render, would create an interactive simulation

serving as proof of experience much like an architectural model

is a proof of assembly.

A distinction has to be made between a pre-rendered

animation and a real time interactive environment. While pre-

rendered animation is a side-effect of this under-utilized function

of computers, it is absolutely a rut of possibility. It is a linear

evolution of a digital render - why stop there when a render can

evolve planarly?

+ + + + + + + + + +

A breakdown of the thesis into one sentence, three short

sentences, and a short paragraph is a useful tool for understanding

the thesis:

1: To Seek a Means and the Benefits of a System to Interact in

Rendered Real Time With Digital Models.

3: Such a system would provide architects and clients a

preview of the visual and aural aspects of a building in their

entirety before the building is built. Much like how a physical

model is a proof of assembly this would be a proof of experience.

So what?

Fig. 1.10 An example of a virtual environment that can be explored. It is both dynamic and interactive - it goes beyond what a set of renders could have done and also gives the user something a render could never have - a sense of presence in

the project.

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9: Architects traditionally make analog products - visual

stimuli that mimic the rays of light that true sight gives. For

presentations (renders) and data analysis (orthographics), these

products are nearly always static images. Yet, much of architectural

design requires the input of a user’s movement to activate. No

static image will ever describe to the designer the experience

of natural movement within a project. Without an interactive

experience to iterate from, the final, built, experience cannot

be prototyped. Interpreting a static image requires a skill called

mental rotation that is learned through studies of descriptive

geometry, long exposure to architectural orthographics, and

CAD. Mental rotation is a skill not every client has and not every

architect develops fully. Without this skill static images become

severely lacking because too much of the design process relies on

interpreting these images with the aim of improving the design.

Opportunities exist to replace or compliment static images with

real time renders that closely resemble the built design both

experientially and conceptually, which would allow a more in-

depth design pipeline.

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Research - the first step of the thesis was to generate

a foundation of knowledge in the field of visualization and

architectural visualization in particular. The thesis combines

several schools of thought - Representation, Automation

through Technology, Simulation, Video Gaming, Interfaces, and,

naturally, Architecture. Each field contains several informative

areas: History, Technology, Application or Practice. These areas

informed what was available in the field as well as dictated

possible constraints. For a broad spectrum I expected at least

six established literary sources and six other collateral sources

(videos, talks, examples of work).

Definition - in the meantime, I continued to refine the

grounds of my thesis - the product, the deliverable, is a tool. The

means is often more important than the end because the means

is inherently repeatable. The research molded the form and

function of the thesis and its ultimate deliverable, a visualization

tool.

PR o j e C T me T H o D s a n D T I m e l I n e

DDDDDDDDDD

RRRRRRRRRRRR

EEEEEEEEE

Sept

emb

erO

ctO

ber

Sep. 3 - Version 2 of Thesis

Sep. 9 - Version 3 of Thesis, focus on methods

Sep. 16 - Version 4 of Thesis, expand on all sections

Sep. 18 - Version 5 of Thesis, presented as a poster

Oct. 21 - Version 6, review

Oct. 4 - List of deliverables

Oct. 18 - Midsemester break

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Experimentation and Evaluation - the second step was

an exhaustive analysis of existing visualization software (or

hardware, if it is available through CMU) for the purpose of design

(NOT making a final product but as another step, or a better step,

in an iterative process). This involved its own research on what

tools architecture firms have used in the past (and documented)

for time-based deliverables and subjectively evaluate them based

on those deliverables. Following research on what tools practicing

architects used, I performed research on tools students have

used, what artists of various caliber have used, and video game

engines. While the time each visualization tool takes to render

(from hours per frame to frames per second) is crucial, I also

looked for other design features, keeping the root of my thesis

in mind - the possibility for the digital real time. Theoretically this

research could have come across examples of work, but the focus

was on how those were made, not what they were.

Oc

tOb

er

DDDDDDDDDD

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EEEEEEEEE

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vem

ber

Dec

emb

er

Nov. 28 - Thanksgiving

Dec. 8 - Review of thesis development

Dec. 13 - Submittal of thesis book

Dec. 16 - Last day of first semester

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Compilation - The two threads of research combined. At this

point I planned to have a steel-hard definition of my thesis. There

would have been at least two deliverables, one for each body of

research. The literary deliverable would have been an opinion

piece drawing from all the sources I compiled that projected the

possibility (that I believe is the case) of what architects could

embrace in the field of visualization given the power of computers

and what effect it would have on current design paradigms. This

opinion piece would have predict the possibility of the second

deliverable. The software deliverable will be a proof of concept or

a redistributable software package (depending on if the software

I end up choosing is licensed for educational use or distribution).

This software package would have supported the opinion in the

first deliverable, ultimately proving architects can evolve the

render into something that interacts on a level above the visual

or tactile.

The software package would have addressed the range of

interactivity that is missing in architectural delivery. Depending

on what software I used, there would have always been a way for

both the client and the designer to enrich their communication.

The software package was, necessarily, an all digital item, as

having a video or a screenshot of it defeats the point of interaction.

EEE

DDDD

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JaN

ua

ry

Feb

ru

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ym

ar

ch

Jan. 13 - First day of second semester

Jan. 20 - MLK Day, no classes

Mar. 7 - Spring Break starts

Mar. 5 - Midsemester thesis review

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CCCCCCCCCCCC

Beyond - if there were yet more time I may have develop

more deliverables to parallel the two main deliverables in the

Compilation step. One would have been a documentation on the

use of the software package and tool. A certain amount of basic

tutorials smoothening the learning curve would already have

been part of the software deliverable, but, like any software,

much of the tool would have been difficult to approach for a

new user. If there were time I could have developed detailed

explanations of various functions within the software package.

Importantly, this would have heavily depended on the nature of

the software package. If it were a video game engine editor then

it may have grown to have dozens of tutorials. If it were a small

utility (perhaps an architectural firm has developed one), then

there may only have been a small handful.

Mar. 17 - Spring Break ends

BBB

apr

ilm

ay

ma

rc

h

Apr. 10 - No classes for Carnival

Apr. 13 - Carnival ends

May 2 - Last day of classes

Apr. 25 - Final Presentation

May 12 - Thesis due

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Precedents are difficult to find because the bulk of

professional architectural animation focuses on pre-rendered

scenes. The videos that are produced by companies that focus

on this kind of animation are often flythoughs or disembodied

gliding camera views moving through completed designs, either

as part of a submission to a competition or after the design was

built.

The short Wikipedia page on architectural animation

mentions how difficult it is to render animations and how firms

rarely have access to the hardware or tools to assemble such

products. However it also mentions that, more and more, firms

are recognizing that animations are better at conveying the ideas

of a project than design diagrams. Otherwise, there seems to be

little effort anywhere to document the most effective animations

or even any attempts at real time interaction with animation.

Two companies exist that have begun using game-like

software to create virtual versions of architectural projects.

Both focus on Unity3D and create services ranging from training

simulations to marketing packages. Both companies have

harnessed Unity3D’s ability to work cross-platform as well as its

ability to efficiently handle a complex scene with pre-computed

PR e C e D e n T s

R e s e a R C H

Fig. 2.1 Arch Virtual’s web version of one of their projects.

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Fig. 2.4 A deliverable from Real Visual on a mobile platform.

Fig. 2.5 Arch Virtual’s Unity3D booklet and their application of the Oculus RIft virtual reality headset.

shadows and materials.

The first company, Real Visual, focuses on a high quality

of delivery in simulations, training, marketing, and outsourced

design work. They cover work in various multi-national sectors

aside from architecture - energy, transport, and defense. This

displays flexibility and expandability, and shows how such

technology and its application are quickly burgeoning in the

wider world. They work closely with the developers of Unity3D

to ensure the software is as cutting edge as possible. If architects

could learn from the technical expertise of this company then the

field would only be enriched.

The second company, Arch Virtual, focuses more on cutting

edge hardware and integrating it with Unity3D. They have

worked with the Oculus Rift, a virtual reality headset currently

in development, bringing in projects developed in Unity3D, that

are also configured to work on mobile platforms like those of

Real Visual, and setting them up to work with the headset. They

also have an ebooklet detailing the steps required to create an

architectural project within Unity3D. This booklet is a step in the

right direction for the profession, but it is by far not enough, as

at 65 pages it is only a set of guidelines rather than thorough

educational materials.

Autodesk also has software designed for the purpose of

accelerating architectural animation. I mention this not because

Fig. 2.2 Real Visual’s logo.

Fig. 2.3 Arch Virtual’s logo.

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it is an effective precedent for my thesis but because it is exactly

the wrong approach - it does not use a human viewpoint, it

does not offer a high level of realism in its graphics, and it favors

presentation over interaction.

This software, Autodesk Showcase, takes models and allows

the user to dress them up, applying materials and environments

to the scene. It offers various alternate rendering types, like

cartoon or sketched, as well as options for sets of materials to be

shown by themselves. The workflow is one of setting up renders

or animations with a preview viewport and then rendering them,

akin to what a full screen Vray would look like.

The biggest drawback that I perceive in this software is,

despite its effort to offer architects a more intuitive rendering

solution, that it fails to advance the field. It is an example of

stagnation: nothing in it is radically new over what is already

possible in AutoCAD, Maya, 3DSMax, or Rhinoceros with Vray. It

is a horizontal advancement and fails to use advanced rendering

methods, new interaction methods, or take advantage of newer

hardware.

+ + + + + + + + + +

It is also important to note video game graphics precedents.

There is a stigma within the commercial culture today that

video games and their technology are beneath professionals

Fig. 2.6 Autodesk Showcase screenshots. Clockwise from top left: Regular preview view; Cartoon preview; Different material sets; Publishing, or rendering,

an image.

Fig. 2.7 Autodesk Showcase logo.

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Fig. 2.8 QR code for a demo video of

CryEngine.

Fig. 2.9 QR code for a demo video of the

Fox Engine.

and their interests. While it is true that the gameplay aspects

of video games have little bearing in most professional fields,

the technology and simulation aspects behind video games are,

by now, entirely applicable in other fields. (There are also such

things as GWAPs, games with a purpose, video games designed

specifically to be training materials and high-fidelity simulations

of real-world scenarios).

For the purposes of my thesis I will argue that the graphics

advancements of video games have, over the past several years,

reached such high levels of realism, among the video games that

use cutting edge engines, that they contend with professional

rendering software in terms of speed, quality, and production

value.

Modern video game engines generate lighting and shadows

dynamically, meaning there is no pre-computation except that

which is necessary to place the geometry into the scene. For

materiality many games still use shaders, simplifying computation

and sacrificing some real time effects, but some engines have

begun developing real time shader effects, namely refraction and

reflection.

As for simulation, all video games with a first person

perspective already have immersive interaction and exploration,

key features for visualization that are lacking in professional

software packages.

Fig. 2.10 Super Mario 64, not an example of a contemporary video game.

Fig. 2.11 Crysis 2, an example of a contemporary video game using realistic graphics.

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Fig. 2.12 Mind Map as of October 21st, 2013. My thesis subject area is in the top left corner.

Fig. 2.13 QR code for the mind map.

The literature took up the bulk of the work during the first

half of the first semester after the thesis program got started.

The literature review pulled from over 30 sources more than a

third that provided valuable insight into the context of my thesis.

This proved to peers that this is an academic subject and bears

worth in the field of architecture. The very shadowy nature of the

subject of my thesis is exactly why I am proposing my thesis - to

raise awareness of what can be done with modern tools.

I also created a mind map, open to my advisors to flesh out,

as I continue to insert data siblings and children. The mind map

charts everything in the field of computing that could relate to

my thesis - it is an attempt to contextualize my work, to bring it

from computer science to a position that is understandable by

architects. The semantics of my thesis automatically raise various

stigmas in readers or reviewers, so having a way to visually place

my thesis among other academic subjects is important.

Ideally, any interaction with computers that architects could

have should have a spot on this mind map and right now my thesis

only occupies a small portion of it. But one of the points of my

thesis is that this should not be so. Interactive visualization can be

a powerful ally in developing a design, and by expanding that field

l I T e R a R y Re s e a R C H

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architects could learn more powerful, more flexible tools.

Following is literature research, a review of several sources

that bring up important points for visuality and rendering as they

apply to architecture:

Visual Digital Culture: Surface Play

and Spectacle in New Media Genres

This book by Andrew Darley explored visuality and spectacle

in digital media. I drew parallels in it with architecture with how

early digital modeling was show-driven - digital rendering is

often about what a project could be like and not what it is. The

greater definition of model, to simulate, comes into context,

showing how lacking static renders are. It also showed how video

game software could be photorealistic, an important point that

I must continually clarify. The illusion and wanting to be fooled,

repetition and customization, the sense of occupancy and a

comparison between video games and virtual environments

rounds out the content of the book.

Relevant quotes in textual order:

“A key example of such research was that into real-time interactive computer graphics. This came to practical fruition in 1963 in a system called Sketchpad, which allowed a user to draw directly on to a cathode display screen with a ‘light-pen’ and then to modify or ‘tidy-up’ the geometrical image possibilities so obtained with a keyboard. Though extremely primitive by today’s standards, Sketchpad is viewed as a crucial breakthrough from which have sprung most of the later technical developments in the areas of so-called ‘paint’ and interactive graphics systems. By the mid -1960s, a similar system involving computer image modification was being

used in the design of car bodies - a precursor of current CAD/CAM (Computer Aided Design/Computer Aided Manufacture) systems. And by 1963, computer generated wire-frame animation films -visual simulations of scientific and technical ideas -were being produced using the early vector display technique.” - pg. 12

This is significant as a historical precedent on the type of

interactive software that my thesis belongs to. Sketchpad, Ivan

Sutherland’s own thesis, was the grandfather of CAD modeling.

While it crucially combined hardware and software, within the

realm of modern software and interface systems my thesis does

not have to have the same intertwined nature. Ideally my thesis

should be able to do everything with a keyboard and mouse,

however exploration into alternative hardware input is possible.

The point is to separate the tangential, relatively, development of

software like REVIT and AutoCAD from this original thread.

“The desire on the part of scientists to model or simulate physical processes and events in space (and time) was a central impulse in the production of the earliest computer graphics and films. Whilst concurrent with the initiation of applied forms, work was under way on computer produced figurative imagery as a research activity in its own right. Even the work conducted in collaboration with artists had a decided leaning towards more figurative kinds of imagery. At the end of the 1960s experimentation began into the production of algorithms for the production and manipulation of still, line-based figurative images.” - pg. 14

The notion that early computer graphics were, in a way,

show-driven, relates well to how architects do things with

technology. Architects often use computers and rendering to

show what a project could be like, as opposed to showing what

it actually is. The original scientific drive to model, however,

encompasses more than just showing the project itself, but also

showing what the project could do. Here the greater definition

Fig. 2.14 Visual Digital Culture: Surface Play and Spectacle in New Media Genres cover.

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of ‘model’ applies, in that ‘to model’ means ‘to simulate’, where

various possibilities enter the game and a static representation

becomes lacking.

“The one that came to discursive prominence within computer image research and practice is perhaps the one with which we are all most familiar. Quite simply it turns upon the notion of the proximate or accurate image: the ‘realisticness’ or resemblance of an image to the phenomenal everyday world that we perceive and experience (partially) through sight. For the majority of those involved with digital imaging at the time, the yardstick of such verisimilitude was photographic and cinematographic imagery.” - pg. 17

This is another thing to keep in mind, while my thesis may

include video game software an important benchmark is that I

do not sacrifice photorealism. I am mentioning this because one

aspect of my thesis is that it takes several steps forward, and very

few, if any, back.

“In this case, of course, the set is virtual or latent - itself a simulation created and existing in the program of a computer. Such programs are now able to simulate three dimensional spatial and temporal conditions, natural and artificial lighting conditions and effects, surface textures, the full spectrum of colours, solidity and weight, the movement of objects and, as well, the complete range of movements of a camera within and around their virtual space. When cartoon characters - and, just as important, cartoon tropes such as anthropomorphism - are imaged through this studio simulacrum, then new registers of mimetic imagery are achieved within the cartoon: a consequence of this peculiar crossing or fusing of traditionally distinct forms of film.” - pg. 85

A parallel discipline to my thesis is digital film animation.

With digital film animation, the software technology is, by

necessity, highly configurable and allows total control of a

virtual scene. While such control is not applicable to architectural

design because the digital in architecture is merely a step in the

development, seeing what is possible in the field will allow me to

find an upper bound in software capabilities.

“A technical problem - the concrete possibility of achieving ‘photography’ by digital means - begins to take over, and to determine the aesthetics of certain modes of contemporary visual culture. Attempts - such as those focused upon here - to imitate and simulate, are at the farthest remove from traditional notions of representation. They displace and demote questions of reference and meaning (or signification) substituting instead a preoccupation with means and the image (the signifier itself) as a site or object of fascination: a kind of collapsing of aesthetic concerns into the search for a solution to a technical problem.” - pg. 88

This is the other side of the problem. Attempting to focus

too much on the signified versus the signifier may break the

relation of the image to the model or what it is modeling. The

effort to produce a visually realistic image moves too far from the

ideal that the task of creating the image in the first place started

off from - in visual representation that ideal is to show truthfully

what the virtual environment looks like, and in architecture and

my thesis that ideal is to show a model experientially - through

space and time.

“This involves surface or descriptive accuracy: naturalism. At the same time as distinguishing itself as other (alien) in relation to the human characters and the fictional world, the pseudopod must appear as indistinguishable at the level of representation, that is to say in its representational effect. It had to appear to occupy - to be ontologically coextensive with - the same profilmic space as the human actors. This involved the seamless combining of two differently realised sets of realistic imagery: of which one is properly analogical, i.e. photographic, the other seemingly photographic, i.e. digital simulation. Additionally however, it must also integrate, again in a perfectly seamless manner, into the diegetic dimension: the story space. In order for this to occur an exceptional amount of pre-planning had to enter into the carefully orchestrated decoupage that eventually stitches the shots together. Here, finally, surface accuracy is subordinated to the rather different codes of narrative illusionism.” - pg. 108

Here the author was analyzing a scene from the film The

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Abyss (1989) where a computer generated tentacle is made to

coexist within the filmic space with the real characters and setting

and also within the presentational space, where the story as shot

has to make room for this element which will be added later in

the production of the film. The importance of this is again that

the purpose of a render, or real time interaction, is not the pretty

image itself but what the image does, its performative element.

The quality and the believability of the frame in a film example

has to kneel to the frame as a narrative element - this tentacle

in The Abyss has to make sense as a tentacle first, the image of a

tentacle later. Likewise in architectural representation, an image

of a project has to come after what the image will do, which is a

proof of experience.

“The contradiction - ever present in special effects - between knowing that one is being tricked and still submitting to the illusory effect is operative here. Yet, particularly (though certainly not solely) in those scenes involving computer imaging discussed here, the more photographically perfect or convincing the images, the more - paradoxically - does their sutured and suturing aspect seem to recede and their fabricated character come to the fore.” - pg. 113

This pertains to the effect of illusion and wanting to be

fooled. Sometimes a fabricated image, a computer generated

mosaic, becomes too artificial. This is important to note because

it is possible that so much effort can be spent on making an

architectural image perfect photographically that its photorealism

eclipses its narrative - its experiential conduit. Just like there are

technological functionality bounds - software exists that can do

many, perhaps too many, things in a virtual environment - there

are aesthetic bounds - software cannot be so focused on being

realistic that the realism gets in the way of the representation.

“It is both the bizarre and impossible nature of that which is represented and its thoroughly analogical character (simulation of the photographic), that fascinates, produces in the viewer a ‘double-take’ and makes him or her want to see it again, both to wonder at its portrayal and to wonder about ‘just how it was done’.” - pg. 115

This, on the other hand, produces a lower bound on the

aesthetics of the image. It is likewise cautionary to make an image

too experiential, too generative of wonder. The combination of

seemingly impossible imagery rendered (by computer) with

accurate realism, so to say, produces a kind of inquisitiveness

that places the generation of the image itself before what the

image represents. The way the image was made becomes more

interesting than what the image is about.

“Thus the fact that we can make many identical copies (prints) of a particular film, means not only that more people get to see it but also that as a work it is thereby made less precious.” - pg. 125

This passage refers to Walter Benjamin’s theories on

mechanical reproduction. It is always a good idea to keep in

mind the fact that quantity, even if it maintains quality, does

not necessarily increase the popularity of a work. Since a part of

my thesis is to explore if architectural simulations can become

portable, it will be important to see what effects such mobile

qualities have on architectural design.

“today it is not what is repeated between given tokens of a series that counts for spectators, so much as the increasingly minimal differences in the way this is achieved. Burgeoning ‘replication’, the repetition at the heart of commodity culture, forestalls the threat of saturation and exhaustion by nurturing a homeopathic-

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like principle of formal variation (i.e. based on infinitesimal modifications and changes).” - pg. 127

The issue of repetition versus customization further explores

what architectural representation could become in a mass mobile

environment. This particular passage refers to the phenomenon

of television shows, comic strips, and serial novels where only

small changes are made between versions, only enough so that

a new installment is different from the last. Theoretically the

proliferation of architectural representation into the mainstream

could go this way - an architectural firm produces an interactive

architectural simulation or a few, and a client modifies it only

slightly. Perhaps that is an unideal future.

“Even fields such as computer games and simulation rides, which are the most recent and appear to depend more on the novelty of the technology itself, are - as we shall see in coming pages- just as much subject to this aesthetic of repetition. They may involve new formal elements - the much vaunted ‘interactivity’ and ‘immersion’, for example - and these may well affect their individual aesthetics. However, just as much as the more established forms, they also seem destined to operate within the logic of self-referentiality and the preponderance of the ‘depthless image’. All are manifestations of an altogether new dimension of formal concerns that established itself within the mass cultural domain of the late twentieth century, helping to constitute both cultural forms and practices of production and aesthetic sensibilities.” - pg. 129

Here the author combined the two threads of thought -

repetition of the image in culture and a focus on the image itself

over the substance of the image. The idea here is that as an image

spreads it does not necessarily mean that people see it more, or

see through it more. The proliferation of an image may shift the

audience’s concern towards the formal quality of the image, put

another way, more people see less. Being able to have a large

audience for an image may be a large factor - in an architectural

firm and with a client only a small number of people see the image

and can control it - once such limitations are lifted, if they can be

lifted, the image may be diluted even if it gains other properties,

like interactivity.

“Living in cultures in which we are surrounded on all sides by moving images, we are now particularly accustomed to the kind of montage that strives to hide its artifice.” - pg. 131

Architecture is, independent of what some architects think,

part of the global digital stage and as such has to compete with

other visual fields. The more graphically advanced the rest of our

culture becomes, the more certain qualities will be expected of

the visual elements of architecture. This means that fleshing out

this aspect of architecture, or at least exploring it in my thesis, will

also require me to know what is expected of real time interaction

as well as what it can do.

“The sheer sense of presence, however, conveyed in the best of them - and here Quake is a key example - compensates for such defeats. In other words, it is the experience of vicarious kinaesthesia itself that counts here: the impression of controlling events that are taking place in the present.” - pg. 157

Here the author brings in the experience of video games,

saying how, in the interaction with the game, the fact that the

player may sometimes need to repeat areas in a video game is

overshadowed by the fundamental fact that the player is actually

controlling something in the virtual realm. This is an aspect of real

time interactive simulations that needs to be put in the forefront

because it simply does not exist in renders or even CAD programs.

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There is no sense of time in Revit or Sketchup, and watching an

animation gives the user no control. While substance is key in the

image, presence is important outside it.

“interactive representation involves a mode of representing that is ‘inside the time of the situation being described’. That is to say, time is represented as viewed from a first person perspective - literally as if one were really there, thereby, producing the impression that things are continually open to any possibility...Indeed, it becomes difficult to untangle space from time in this respect so intimate is their relation. We might say that the illusion of experiencing events as if they are taking place in present time in computer games is largely dependent upon visual simulation.” - pg. 158

Here the author points out that the mere introduction of

time to a virtual environment already creates the impression of

interaction by the simple virtue of providing limitless possibilities

on ‘what could happen next.’ In video games, the visual alone

can do this. Likewise in my thesis, establishing this effect by

the photorealistic representation of architectural models could

already be a huge step towards interaction.

“given the increasing surface realism of the moving imagery, the sophistication of real-time graphic representation and the use of first-person perspective, the impression of actual occupancy and agency within the space of the game’s fictional world can be extremely convincing.” - pg. 163

Another aspect of video games that can be transferred to

interactive architectural simulation is the sense of occupancy.

Through a combination of realistic imagery, realistic depth

(material effects and believability of presence), and a simulation

of what it would be like as if one was there, occupancy can be

achieved. Since occupancy is a major aspect of experience, such

a conceptual framework is important for the field of my thesis.

“However, such ‘active participation’ should not be confused with increased semantic engagement. On the contrary, the kinds of mental processes that games solicit are largely instrumental and/or reactive in character. As I suggest above, the space for reading or meaning-making in the traditional sense is radically reduced in computer games and simulation rides.” - pg. 164

Here the author steps back and concedes that the actual

interaction with a video game is not the same thing as interaction

with the virtual environment. The user is still fundamentally

looking at an image. This is also very important to keep in mind

because my thesis does not seek to redefine how architecture

is made - it seeks to augment or improve only the computer

representation aspect of architecture.

Generating Three-dimensional Building Models

From Two-dimensional Architectural Plans

The only relevant quote:

“The building model used to develop and demonstrate the system was produced by iteratively applying “clean-up” algorithms and user interaction to convert a grossly inadequate 3D AutoCAD wire-frame model of Soda Hall (then in the design stages) into a complete polyhedral model with correct face intersections and orientations. The Berkeley UniGrafix format was used to describe the geometry of the building, because of its compatibility with the modeling and rendering tools available within the group. The interior of the building, including furniture and light fixtures, was modeled by hand, through instancing of 3D models of those objects. In all, the creation of the detailed Soda Hall model required two person-years of effort. It became clear that better modeling systems were needed.” - pg. 3

While the research report, by Rick Lewis, was written in

1996, before significant advances in CAD had taken root among

the designing audience, the general gist of what this quote refers

Fig. 2.15 Generating Three-dimensional Building Models From Two-dimensional Architectural Plans

cover.

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to remains true today. With my thesis this argument would more

pertain to having to customize every render for a flawless end

result (presumably), the notion that accurately modeling an

entire building in a computer is manually labor intensive is true

- partly because many designs are so unique, there are no tools

for efficiently spreading geometric complexity within a model

without resorting to grids or simple patterns. With rendering and

interaction, the manual difficulty lies in preparing a render scene

and then setting lighting and material properties, all of which take

a large percentage of the total time it takes to develop a render.

Perhaps there is a way to develop a pipeline where materials and

lighting can be more easily established without thinking of it as a

necessary preparation for each render scene.

Visuality for Architects: Architectural Creativity and

Modern Theories of Perception and Imagination

This book by Branko Mitrović introduced an idea to my thesis:

mental rotation, the ability to rotate a 2D representation in the

mind. It bashed architects for blindly relying on narrative as the

prime way of communicating projects and designs. It proposes

that architecture evolve into a visual profession. Generally, it

noted a behavior in architects to avoid or ignore architecture’s

purely visual aspects. The idea of ideological bias versus the

opportunity to see architecture visually is critical to expanding

the use of interactive media in architecture, yet architects first

need to open their mind to the notion that architecture is not

narrative by default.

Relevant quotes in textual order:

“What psychologists describe as mental rotation is the same kind of task that is performed by computers in modern architectural practice.” - pg. 6

This book argued that what CAD does is not fundamentally

different from what a human brain does when it views a plan

or a perspectival image - though the separation of conceptual

thinking from visual thinking becomes easier in a computer.

Thus relying on creating static images just so the brain can be

forced to have visual and conceptual thinking near each other,

forcing connections, is a fairly outdated concept - the process

can be separated, CAD can give the full visual stimulus that real

experience provides with a real building and the brain can be fully

used for conceptual thinking.

“The same tendency to base design on stories that can be told about architectural works is common in contemporary architectural practice as well. Here it is strengthened by the fact that in order to get commissions, architects often have to explain in words their design decisions to their clients. Sometimes they (are expected to) invent stories about what the building represents.” - pg. 11

Another key theme the book brought up was the stubborn

reliance of contemporary architects on narrative and having, or

thinking that it is the only way to, describe a building’s ‘concept.’

Why rely on speaking about an almost inherently visual idea

(granted, tactility and sound matter) when you can communicate

it visually?

Fig. 2.16 Visuality for Architects: Architectural Creativity and Modern Theories of Perception and

Imagination cover.

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“In fact, much bigger issues are at stake. Architecture does not live in isolation from its intellectual and cultural environment. If antivisual biases are going to be credible among architects, architectural academics, or theorists, this can happen only if such views are based on and derive from assumptions that are credible in the society in which they live.” - pg. 13

Socially, one can argue that the visual has grown faster

and faster in developed society. Take the internet - experienced

almost exclusively visually: computer screens, smartphones,

tablets, even printouts of web content are visual objects. Film,

video games, advertising, it is all visual. Perhaps even literature

financially is falling behind visual storytelling through film,

TV, Netflix, and so on. Therefore architecture must develop,

somehow paradoxically, into a visual profession. That is nearly at

the core of my thesis.

“Applied to architecture, this means that there are no visual properties of architectural works that are not ultimately derived from the ideas we associate with these works. Visual perception of buildings is merely a result of the knowledge and beliefs we already have about them.” - pg. 14

A bit of theory here. The more the brain is forced to draw

from its reservoir of constructible memories, when exposed to

a single image of a piece of architecture, the more the brain will

generalize to the archetype. The brain, when it has to make up

information, will just use what it already knows. Thus it is in fact

detrimental to the review or design of architecture if people view

it in a reduced manner, that is, in a manner far from the actual

experience of architecture. I propose that a greater reliance

on interactive visualizations, being that those are closer to said

experience, would promote a truer review of architecture.

“If we are going to talk about the aesthetic qualities of architectural works, we need to be aware that these works are going to be thought about not only as perceived from a single point in space but as three-dimensional objects. We perceive a building from one side, from another, from inside, we observe the composition of spaces, and after some time we have formed a comprehensive understanding of the building’s three-dimensionality. Or, we don’t have to be dealing with a built building at all; we can grasp its spatial qualities by studying its plans, sections, and elevations. By analogy with 3-D computer modeling, one could say that we have formulated a 3-D mental model of the building in our minds” - pg. 71-72

Again with mental rotation. Much of architectural experience

revolves around understanding the visual composition and

relationships of a design or building. This is possible from a human

vantage point with a built building, but with design products, the

observer has to effectively rebuild the model inside their mind.

It would only accelerate the understanding if the observer could

interpret something only a step away from actual experience, an

interactive render.

“In a situation where it is recognized that architectural works can be perceived, imagined, thought about, mentally rotated, and that their geometries can be studied, their colors discussed, and so on, independently of any concepts or meanings we associate with these works, only an ideologically biased professor can insist on evaluating the work exclusively on the basis of the story that can be told about it.” - pg. 85

This pertains to the general issue where architects are not

grasping the full breadth of the tools that are available to them.

The somewhat hesitant reliance of architectural reviews to

generalize renders to drawings paired with a reliance on printed

material is stifling architectural design flexibility. Thus, in an effort

to justify their views (ironic), review boards pretend that they are

in fact not interested in the visual and are looking for (inescapable

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irony) a more narrative description of the project. The idea

of ideological bias versus the opportunity to see architecture

visually is critical to expanding the use of interactive media in

architecture.

One Approach for Creation of Images and Video

for a Multiview Autostereoscopic 3D Display

This research report by Emiliyan Petkov outlines a method

for creating images for 3D screens, useful to know for my thesis.

A relevant quote:

“A matter of interest is exploring the possibility for developing interactive applications for 3D displays. This kind of applications gives users the opportunity to interact with objects in a computer simulated world in real time. Thus the time for remaining in this virtual environment is not limited and decisions what to do and where to go are made by the user. These applications will offer an opportunity for creation of virtual worlds through the multiview autostereoscopic 3D displays.” - pg. 322

Somewhat tangential, part of my thesis is exploring possible

hardware for interaction, one of which would be 3D Displays

or Monitors or Screens. A strong aspect of that would be, not

just review of the design using this hardware, but also creation,

potentially collaborative.

Touchable 3D Video System

This research report by Jongeun Cha, Mohamad Eid, and

Abdulmotaleb El Saddik introduces the idea of presence - the

immersive feeling of being inside a virtual environment.

Relevant quotes in textual order:

“Recent advances in multimedia contents generation and distribution have led to the creation and widespread deployment of more realistic and immersive display technologies. A central theme of these advances is the eagerness of consumers to experience engrossing contents capable of blurring the boundaries between the synthetic contents and reality; they actively seek an engaging feeling of ‘being there,’ usually referred to as presence.” - pg. 29:2

In the entertainment industry, displays are getting larger and

larger, with more accurate color rendition and higher contrast

ratios - this is driven by consumers, so people are buying what they

like more and natural selection kills off the TVs in the population

set that are not selected. Part of that drive is, naturally, the need

to be entertained, but another part of it is that the more powerful

the display the more data it can deliver. This can and should be

harnessed by architects.

“When viewers have the ability to naturally interact with an environment, or are able to affect and be affected by environmental stimuli, they tend to become more immersed and engaged in that environment.” - pg. 29:2

There is an argument for critical distance - maintaining a

distance from a design being reviewed so that the design does

not influence the review itself. However, architecture cannot be

reduced to a set of images as it often is in design reviews. When

a film production team looks at a cut of a film they do so in a dark

room - much like the audience would view the film when it comes

out. Likewise in architecture, being able to experience a design

while it is being made like it would be experienced by its users

after it is built seems like a useful ability to have.

Fig. 2.17 One Approach for Creation of Images and Video for a Multiview Autostereoscopic 3D Display cover.

Fig. 2.18 Touchable 3D Video System cover.

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Computer Games and Scientific Visualization

This article by Theresa-Marie Rhyne examines the use and

impact of video game technology in scientific visualization.

Relevant quotes in textual order:

“The market dynamics of computer game applications are thus influencing computer architectures historically associated with scientific visualization.” - pg. 42

While scientific visualization does not sound like it relates to

architectural visualization, one can make poignant comparisons.

Both are data-driven. Both are group-reviewed. Both develop

diagrammatic visual products. Both require iterative or prototype

design stages. Both are model-based, forgoing an exhaustive

translation of the entire product, instead focusing on a simplified

representation. If scientific visualization can learn from video

games, architecture can too.

“Shortcuts in the rendering software to produce a more engaging experience tor the user might work well in a game, but geologists using the same digital terrain data in a visual simulation of fault structures are unlikely to trust what they’re seeing or be able to apply it on a real-life scientific mission.” - pg. 42

A point against interactive visualization - sometimes

simplification of data renders it too unreliable. This works in

a purely scientific framework. However in architecture, the

simplification happens from an impossible ideal - no architectural

render has ever become reality. Ever. Thus simplifying from

a pretty picture to a less pretty picture but gaining real time

interaction works in architecture. At the same time, there are still

moments in design where data is crucial, but in those moments

making the design interactive in real time gains little for the

designer. At that point one has to be a little professional on when

to use a certain tool and when not to.

“Games now represent the leading force in the market for interactive consumer graphics. Not surprisingly, the graphics hardware vendors tend to anticipate the needs of game developers first, expecting scientific visualization requirements to be addressed in the process.” - pg. 43

Here is an interesting observation - hardware development

occurs for the lucrative business - video games - first, and the

data analysis, less popular, business, second, even though

the data analysis business should have a closer contact with

hardware development as they have more specific requirements

for hardware. This is to point out that architecture should still

piggy-back on something else when it comes to visualization and

interaction tools - until, or if ever, it is a powerful business, tools

will not be made for it. It will have to find them itself.

Component-Based Modeling of Complete Buildings

This research report by Luc Leblanc, Jocelyn Houle,

and Pierre Poulin examines another system for automatically

generating architecture. While this is not fully near my thesis, it

is important to be aware of what else computer technology is

capable of that architects have not harnessed yet.

The only relevant quote:

“Shape grammars constitute the state-of-the-art in procedural

Fig. 2.19 Computer Games and Scientific

Visualization cover.

Fig. 2.20 Component-Based Modeling of Complete Buildings

cover.

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modeling of building exteriors, and have produced high-quality results. However, even though modeling building interiors and exteriors appears similar, shape grammars have not yet proven to be a good solution for modeling complete buildings. In fact, since their creation, only a small number of grammars, such as the palladian, have been produced for 2D floor plan generation, and better solutions have been provided by optimization techniques. Moreover, despite 10 years of development, shape grammars have seemingly yet to be used to model complete buildings. ” - pg. 87

While tools exist to parametrically generate exteriors, or

otherwise surfaces, those tools are not being applied to spaces or

are otherwise only being applied in a limited manner. Architects

spend too long marginalizing their own trailblazers - this report

claims over a decade has been spent on developing procedural

shape grammars, yet none of those years yielded a complete

procedural building. Is this an unimportant field in architecture?

Perhaps, but why has it been in development for so long, if so?

Exploring the Use of Ray Tracing for Future Games

This research report by Heiko Friedrich, Johannes Günther,

Andreas Dietrich, Michael Scherbaum, Hans-Peter Seidel, and

Philipp Slusallek introduces a software technique called ray

tracing and applies it to full virtual scene generation, including

shadows, reflection, refraction, caustics and other complex

effects. The report proposes that computers are now powerful

enough that this is possible at realistic hardware scales.

Relevant quotes in textual order:

“Computer games are the single most important force pushing the development of parallel, faster, and more capable hardware.” - pg. 41

One more reason to look to video games for cutting-edge

visualization in a field that is almost primarily...visual. Architects

can spend all the time they want making window schedules but

at the end of the day the product will be something that is seen.

“Some features of this engine are realistic glass with reflection and refraction, correct mirrors, per-pixel shadows, colored lights, fogging, and Bézier patches with high tessellation. All of these effects are simple to implement with rudimentary ray tracing techniques” - pg. 45

This quote is useful because, on the off chance that I attempt

to develop a visualization software, I know that it may not require

a high-end graphics engine with hundreds of shaders and visual

tricks - it all can be done with one system.

“Because ray tracing computes visibility and simulates lighting on the fly the pre-computed data structures needed for rasterization are unnecessary. Thus dynamic ray tracing would most likely allow for simulation-based games with fully dynamic environments as sketched above, leading to a new level of immersion and game experience.” - pg. 47

Here the technology of ray tracing is advertised on the fact

that, since it does not need pre-computation (like having to wait

for a render), it would provide the opportunity for immersive

interaction. This makes sense, as the faster the experience is

accessed from when it was designed the more responsive the

user would be as the conceptual thread in the mind would simply

continue from one medium to another.

Adding a Fourth Dimension to

Three Dimensional Virtual Spaces

The only relevant quote (on facing page):

Fig. 2.21 Exploring the Use of Ray Tracing for

Future Games cover.

Fig. 2.22 Adding a Fourth Dimension to Three Dimensional Virtual Spaces cover.

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“This paper first outlines the capabilities of X3D to show buildings at different times or states. It then examines how temporal data can be stored within XML and combined with model data in the form of X3D. This data is then extracted and filtered on the client computer through the use of XML technologies. The way in which buildings can be displayed at different times or states along with associated descriptive text is demonstrated.” - pg. 164

The general gist of this research report, by Robina E.

Hetherington and John P. Scott, is the apparent simplicity of

encoding time data into a model on the pseudocode level. That

is, it is not fundamentally difficult to store temporal versions of

a design within the files of the design. This is significant because,

again, it is so simple for architects to use these tools, or to develop

them, that it boggles the mind that they have not used them yet,

or frown on their use. The ability to encode time data within the

design, separate from animation, could show clients, or a review

board, what the design would appear like during different times

of the year, which sounds like a powerful tool.

Service-Oriented Interactive 3D Visualization of

Massive 3D City Models on Thin Clients

This research report, by Dieter Hildebrandt, Jan Klimke,

Benjamin Hagedorn, and Jürgen Döllner, points out how

cumbersome specialized hardware and software can become. In a

system designed to visualize massive models of cities, specialized

hardware was developed with specialized software and an expert

was trained to operate all of that...just to make a moving picture

of a city. This is a point against the tendency with architects to

make tools that are highly specific to one purpose or, worse, one

project.

“Until today only “monolithic” geovisualization systems can cope with all these challenges of providing high-quality, interactive 3D visualization of massive 3D city models, but still have a number of limitations. Such systems typically consist of a workstation that is equipped with large storage and processing capabilities, as well as specialized rendering hardware and software, and is controlled by an expert who controls the virtual camera and decides which information to integrate into the visualization through a graphical user interface.” - pg. 1

Generally, tools need to be general. A hammer that works on

only one type of nail is not a very good hammer. A rendering setup

that only works during day scenes is not very useful in the large

scheme of things. Likewise, a system for interactively visualizing

designs should remain flexible so that all architects can use it.

“these systems mostly lack the emotional factor that is immanent to today’s presentation and interaction devices such as smartphones and tablets” - pg. 1

This is an aspect I have strangely ignored - the emotional

factor of being immersed in a design. There is zero emotion,

except despair, in an architectural review. Let the building speak

for itself, let it inspire, motivate, drive the review. Such are the

fruits of an interactive visualization system.

Fig. 2.23 Service-Oriented Interactive 3D Visualization of Massive 3D City Models on Thin

Clients cover.

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On September 18th, I met with Thomas Cortina, Associate

Teaching Professor in Computer Science at the Gates-Hillman

Center. Below are important points from the meeting:

• Thomas mentioned a number of names I could pursue

for further inquiry: Jessica Hodgins, Kayvon Fatahalian (with

whom I eventually had an interview), both of whom work in

computer graphics, Alexey Efros, who is at Berkeley and works

with computational photography, and Guy Blelloch, who was

the lead on the design committee on the client side for the Gates

Center while it was being built. Some of these ended up being

unreachable.

• He also mentioned several libraries that I could look

into (and eventually did): the ACM (Association for Computing

Machinery) and SIGGRAPH, both of which could have articles and

research on graphics related to architecture.

• Yet a third line of inquiry he mentioned were the research

branches of large tech giants such as Microsoft, Google, IBM, and

Pixar, which often publish reports on cutting edge research and

technology.

All of these paths helped me develop my literary research.

I n T e R V I e w s a n D Re V I e w s

Fig. 2.25 Thomas Cortina.

Fig. 2.22 The College of Fine Arts compared to the Gates-Hillman Center at CMU. Both reflect the style of their age: the College of Fine Arts is rigid, uniform, and measured, while the Gates-Hillman Center is open, dynamic, and constantly

adapting.

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Fig. 2.26 Kayvon Fatahalian.

Fig. 2.27 Near-exhaustive computation brought up during the interview.

On October 8th, I met with Kayvon Fatahalian, Assistant

Professor of Computer Science in the Smith Hall. Below are

important points from the meeting:

• Simple lighting can be done up to any arbitrary geometric

complexity, but baking complex shadows becomes tricky, and is

the area where graphics systems start taking shortcuts.

• One aspect of thesis is making this statement: “I believe

it is possible...” Where are the situations where existing tools do

not meet the needs of architects; what is not good enough?

• If I asked about what architects want, the deliverable

would be a proposed solution. Conducting a survey of the efficacy

of visualization software in the field would be fruitful.

• With an interactive render versus a static one, there is an

aesthetic trade-off - the first looks worse, the second looks very

good. What particular things do architects want to do?

• The idea of how pre-rendered videos can account for every

possible virtual scenario. That, or a mix of pre-rendered and real

time. How does that apply to architecture?

The biggest points I got from this meeting was to ask myself

how would an architect approach such software and what would

they need of it. This allowed me to move forward with software

analysis.

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During the first poster session, on September 18th, I got

feedback from various professors in the School of Architecture

as well as my advisors and other students. Below are points from

that feedback:

• A feasibility analysis would be useful, in the form of a

flowchart with yes/no pathways that would narrow down the

nature of the thesis. This idea I later incorporated into both the

Mind Map and the software flowchart.

• The architectural design process was suggested to be

important to keep in mind. The problem had to be framed both

from the point of view of the client (what does the client want

to see?) and from the architect (what does the architect want to

show?).

From the first poster session I got ideas on what my

midreview should include to explain and ground my thesis.

Fig. 2.28 Poster #1 shown at the first poster session.

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Fig. 2.29 The midreview plot.

Fig. 2.30 The midreview brochure, showing both the outside and the inside.

The midreview, on October 21st, was when the greater ideas

of how I was presenting my thesis came into play. The plot’s color

scheme was designed as if one were staring at the world with

one’s eyes closed. There were also brochures and my website

available for perusal, which made its official debut on that day.

The midreview had the following feedback:

•What is the dimensionality of inquiry? What is too

interactive? What is not visual enough? Where is this on a scale of

realism to representation to abstraction? This pushes the nature

of belief.

•Every tool changes the field. Speculate on what this will kill.

Find how it will negatively impact architectural practice.

•In 1994 renders were made with 600 kHz processors that

mimicked hand drawings. At some further point, firms began

experimenting with realistic renderings, with no technical

expertise.

•Is technology pushed just so it can wow someone?

Anything with technology or design has this eventuality, but is

that the point?

•There is a caveat - that I am not a technical designer.

•Lastly, comments were made to the effect of “this is a

thesis. Where is your project?”

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The second poster session, on October 25th, was the same

week as the midreview so it featured little development from

the work at the midreview. It was more of a ‘coming attractions’

setup. As such I had a projector with a video setup in front of my

poster showing a glimpse of things to come.

The feedback from the first semester midreview and the

second poster session, due to its positivity, allowed me to

continue in full swing with the software evaluations. However, I

knew that, for many, getting a basic understanding of my thesis

was important, and I had to focus on that as well.

Fig. 2.31 Highlights from the second poster session. The top right image shows the setup with projector.

Fig. 2.32 QR code for gif animations of

the poster.

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The first semester final review was on December 8th.

The review panel provided a number of new and interesting

perspectives that I can use to move forward with my thesis:

•I need to address how architects will use this, especially with

BIM and delivering construction documents. My assumptions are

far above the set of common assumptions of architects. I need

to bridge this gap. I need to look again at other firms doing this -

consider why animation is paid for, not in-house.

•With video games, there are other aspects than the visuals

that can benefit architects, like pathing, AI simulation, etc.

•When are beautiful sketches used compared to the GRID?

Is it detrimental to show this to a client, since they won’t use their

imagination anymore? Different audiences will use it differently.

•Different levels of information can be shown - maybe

abstraction is a tool architects want: the GRID can still have

motion, but does not have to be photorealistic.

•Video games and films are made to be mass produced, very

unlike architecture, and consider the social aspects.

•This exists, so what is the question? Will it eventually

become mainstream? Address the trend, and why accelerate it.

•What is a tutorial? Develop demonstrations, show not why,

but how - prove by example.

Fig. 2.33 The full final review plot, not including the projected video.

Fig. 2.34 The projector and speaker setup in front of the final review plot. The projector was used to project a moving graphic and a video.

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The second half of the semester focused on engaging

software research with the literary research I did during the first

half of the semester. That involved an extensive analysis of various

software packages. These software packages are outlined in the

following pages. The analysis will follow the same thorough path

outlined on the facing page.

The main purpose of this part of my thesis is, within the

general context that my literary research created, to find a place

for visualization software in architectural practice. This is a two-

pronged development: the first prong is to actually find a capable

software package that can perform baseline photo-realistic

rendering and is flexible enough for a variety of applications.

The second prong is to approach the problem from the side of

architects: if one of these software is capable of these basic tasks,

what advanced, architecture-specific, techniques should they be

able to do? For example, should this software be able to simulate

people mingling in a project? Water collecting on roofs after a

heavy rain? Structural fatigue?

so f T w a R e Re s e a R C H

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Fig. 2.35 Software research path.

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The software I reviewed were Octane as a plugin for

Rhinoceros, Vray RT, which is part of Vray, Arauna2, a separate

program, UDK and CryEngine, which are video game software

suites, Blender Cycles and LuxRender, both experimental and

the first built into Blender, Unity3D, a video game development

suite, and Lumion, which was made specifically for architectural

visualizations. On the left are comparisons for each software in

each category on a scale of 0 to 10, subjectively.

I thoroughly analyzed each software for its pros, useful

features and benefits, its cons, where the software was hard

to use or had drawbacks, its software context, how it related

to a default installation of Rhinoceros and Vray, its rendering

features, what kind of rendering effects it could do, its rendering

drawbacks, what kind of shortcuts did it take to achieve real time

rendering, and its delay load, how much more time it would take

to work with this software compared to a render in Vray.

After considering everything, I found that none of the

software achieved high points in all categories. The choices I think

I have are Arauna2, Octane, CryEngine, and Lumion. Ultimately

it will be either Octane, given an interactive walking script is

made for Rhinoceros, or CryEngine, if I can streamline its import

process. Arauna2 would be nice, but it is still in development.

Lumion is almost there, but has too many interactive drawbacks

and does not appear to support scripts.Fig. 2.36 Summary of the software evaluations.

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Octane sets up very quickly once loaded in Rhinoceros. The

default values are very good for an average Rhinoceros model.

The controls and materials are easy to define. It also can sync

with Rhinoceros’ camera. While it includes its own sunlight and

sky system, like Vray, it is built in, and needs to be reconfigured if

the scene already has a sun light. There are a lot of options - but

not all of them have much visible effect. It is GPU based, so other

programs are not heavily affected.

The biggest drawback is the renderer itself - path tracing

appears very fuzzy until the camera stops, after which the view

resolves within seconds. The camera can be set to only show the

view after a few samples have been calculated. The rendering

quality is fixed, so if it is slow then it will always be slow. Scene

complexity does affect it somewhat. Also, the viewport needs to

be updated when new geometry is created. Other cons are that

lights have to be set up as emitter surfaces and it does not appear

to use bump maps to simulate detail.

Otherwise, it can do all material types, depth of field, and has

advanced camera controls: exposure, ISO, gamma, saturation,

etc., and it can be networked.

The delay load is marginal. Time might be spent on setting

up materials, converting lights to emissive surfaces or trying to

find features of Vray that are not present in Octane - such as the

different renderers, animation controls, camera types, etc.

Fig. 2.37 Octane render logo.

Fig. 2.38 Snapshots of Octane’s controls and render viewport in Rhinoceros. Clockwise from top left: Basic scene featuring sunlight and sky modeling, depth of field, and reflections; Another example of an imported scene, featuring materials; Complex scene rendered rapidly; Scene with millions of triangles with minimal mesh conversion into Octane; Comparison with Vray RT, with similar materials; Comparison with the regular Vray using the sample scene I created, and lighting

matched as closely as possible.

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The workflow in Lumion, which is separate from Rhinoceros,

is rapid and configurable. It definitely seems to come from a video

game background, as it has easy quality controls (compared to

CAD software, where preview controls are hard to access).

The import process is fast and intuitive, with a large library of

models of people, trees, and objects. It features terrain sculpting

and water bodies, with an ocean that has configurable waves.

However, the full version is not free.

The biggest drawback is that the aim is for pre-rendered

videos and images only. There is no walking mode and the

camera is a standard flying camera, though it can switch to orbit

via a button press. Below the ‘high quality’ setting, the rendering

looks very cheap. There are only a few fixed cloud arrangements,

though that is understandable given the task of photographing

a variety of clouds. There is a compromising feature though -

the clouds can be adjusted in density (which seems to have no

effect on the sun, and the clouds do not cast shadows). The water

customization is nice, but it is fairly fixed in style.

Otherwise, models can have any materials, but refraction is

by normal map only. Since it imports .obj files well, UV mapping

can be done in Rhinoceros.

Using it takes only several minutes. A scene can be set up

with the library of objects quickly, and the camera and UI controls

are fairly intuitive.

Fig. 2.39 Snapshots of Lumion’s controls and viewport. The menus are all flyout, meaning that once a scene is loaded it takes up the whole screen except when a menu is opened. Clockwise from top left: The sample scene with approximate shaders, note how water was used to approximate refraction; the same scene with materials and higher quality shadows, this was a performance hit on my laptop; The scene with the packaged elements included - a tree and a man, both affected by

light and animated, though the man walks in place.

Fig. 2.40 Lumion logo.

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Arauna2 is a new experimental rendered that recently

revealed an evaluation version. So far it has many features: full

material support, including refractive, reflective, and specular,

lights support, built-in post processing and full screen filtering,

and a fixed sun model. It has a very easy to use UI, though the

camera controls are somewhat unintuitive. Another useful feature

it has that is rare to see are various extra rendering modes, such

as normals, depth, pure GI, rendering cost, and others.

Aside from the lack of a walking camera, the only drawback

is that it is still in development - there is no way to test how well

it imports models, or if it will have any more advanced features.

The camera does not collide with anything, but one can assume

there will be some way to use model collision. The evaluation

version uses a Unity scene as data, but that may be temporary. It

is also unknown if it will even be released as a separate program

for visualization - perhaps it will only be licensed for video game

developers. It does use path tracing, which is as always grainy

during motion. One minor point is that lights had hard shadows.

The delay load is unknown, but most likely marginal to

fractions of an hour, depending on the import process. This

renderer is very promising.

Fig. 2.42 Snapshots of Arauna2’s controls and viewport. The menus are all overlays, meaning that once a scene is loaded it takes up the whole screen except where a menu is, and everything can be hidden via a button. Clockwise from top left: Pure GI shading with depth focus in the back; Path tracing with focus in the front showing light effects and simple specular; Example of full scene reflection, which had no impact on performance; Example of refraction, some caustics, and

customizable light.

Fig. 2.41 Arauna2 logo.

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Vray RT is the narrowest transition from regular Vray use,

though it lacks many features that the other renders have. Its

main draw it that, simply, it is a different button to press to do a

Vray render.

It appears to be a reduced renderer, and does not approach

Vray’s usual quality, thus seeming to be only for preview purposes.

Otherwise, ray-traced shadows and materials are rendered

accurately. The sun and lights are still processed properly. The

camera can be synced to Rhinoceros’ camera and does not

feature any other camera controls, like walking.

However, compared to more focused efforts like Octane or

Arauna2, it is grainy and resolves fairly slowly.

The delay load is minimal. It is only a different button away

from a regular Vray render. If nothing else can be done or used, it

is an available alternative.

Fig. 2.43 Snapshots of Vray RT’s viewport in Rhinoceros. Top to bottom: The render viewport by itself; The renderer, left, compared to Octane.

Fig. 2.44 Vray logo.

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UDK (Unreal Development Kit) is a free software package

specifically made to develop video games. It is a large download

(1.9 GB) that features an extensive library of models and other

elements that can populate a scene and several rapid template

setups with preset sky and sun arrangements.

The import process must use Blender to convert .obj files to

a file format for UDK, .ase. Then, shadowmaps need to be baked

fairly quickly fast, but must be done again after any change.

Materials have to be set within UDK and are limited to simple

shaders. Sky and sun can be changed, and UDK has various types

of lights. Collision is a matter of a toggle.

The biggest drawback is that mesh import glitches at

65535 triangles, limiting the detail of complex models, requiring

them to be split into several chunks. It also takes around five

minutes to start. Many features in UDK are totally unnecessary

for the visualization itself. The sun light does not interact with

the atmosphere, requiring manual adjustment. Lastly, UDK uses

vertex lighting, causing shadows to appear off or inaccurate.

Otherwise, UDK has interactive walking. The camera bobs to

the motion of moving legs and there is a slight motion blur.

The delay load can be fractions of an hour, depending on any

issues with the import and basic materials exist or can be found.

Fig. 2.46 Snapshots of UDK’s controls and viewport. The viewport functions just like the one in Rhinoceros, where wireframe orthographic views can be set up. Clockwise from top left: The raw scene import with basic shadows calculated; The same scene with materials applied from the included library; The content browser, which shows the materials, objects, and other elements that come with

the software.

Fig. 2.45 UDK logo.

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CryEngine is another software suite for making video games.

Even though it is newer than UDK it runs fairly smoothly (~20 fps)

on low-end systems. It also comes with a large library of models

that can populate a scene, like trees and rocks.

The huge drawback I experienced was that the export

process is long and arduous and requires either Blender

(unofficially) or 3DSMax (or Maya). The export process requires

significant set up in Blender. 3DSMax export is faster, except

material definition is faulty. In both very specific steps need to be

taken, with nearly any step prone to glitches, and a slip anywhere

may mean improperly assigned materials or a lack of collision.

However, once the meshes are imported it is fairly simple to

set up a scene, especially with a template file. All material effects

can be simulated with shaders, the sky and sun are realistically

modeled and an ocean or bodies of water can be made. There

is interactive walking just like in UDK, with the addition of the

walker’s shadow. The shadowmaps are entirely dynamically

generated and approximate GI. Lighting is simple but effective.

It may take multiples of an hour to bring a scene into

CryEngine from Rhinoceros. Even with practice there is a lot of

preparation that has to happen and not all of it is intuitive.

Fig. 2.47 Snapshots of CryEngine’s controls and viewport. The viewport only shows a 3D view of the scene, concordant with WYSIWYG. Clockwise from top left: The sample scene imported without any materials, featuring real time shadowing, sun, and sky; The same scene being tested, with materials, a shadow from the viewer, and the sky altered due to a lower sun angle; A view of the 3DSMax import

pipeline, where materials are assigned.

Fig. 2.48 CryEngine logo.

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Blender comes with an experimental path tracing renderer

called Cycles. It has very few controls, which replace Blender’s

default controls once it is activated, thus there is less to learn

of the actual renderer once one has knowledge of how Blender

works. The path tracing rendering is very fast - the scene resolves

to an acceptable quality within seconds if the camera is still. Also,

since Blender is free Cycles is free as well. This also means there is

a large DIY community of graphic modelers and designers.

Cycles supports Blender’s light objects and material

definitions, with many presets including reflective, refractive,

cartoon, and others. While moving the view is pixelated but is not

choppy, which is a better solution than that used in Octane.

The biggest drawback is that it requires some knowledge of

Blender, which has a steep learning curve. If geometry is imported

from an .obj file, materials have to be reassigned. Blender’s sun,

as it is handled by Cycles, does not have sunlight modeling - it is

just a distant light at a given angle, though a modeled sky can be

set up. Blender does not easily support walking.

The delay load is fractions of an hour or more - added to how

much time it would take to learn Blender, setting up a project here

compared to Vray takes more effort, including changing mouse

controls, changing how objects are placed and moved, and more.

Fig. 2.50 Snapshots of Blender’s controls and render viewport. The viewports in Blender can be variously configured. Clockwise from top left: The sample scene with soft shadows and full materials; The same scene with harder shadows; The

scene as it resolves with one sampling, showing the graininess it begins with.

Fig. 2.49 Blender’s logo. Cycles does not

have a logo.

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Unity is similar to both the game suites and to Blender in that

it is designed to make games but has its own modeling tools. Its UI

is relatively straightforward. The free version has many features,

enough to do basic visualizations. While it can import .obj directly,

Blender may be required for additional material or UV setup.

A big drawback is that many advanced features present

in the other software are not included in the free version and

the features that are present are fairly weak in quality. The sun

and sky need to be faked to achieve various daytime lighting

situations and the shadows seem to be fairly low quality and need

to be calculated, a process that takes several minutes.

Otherwise it has material shaders, some kind of real time

shadows and supports light objects. Walking is supported after

some setup. Mesh collision can be easily set.

The delay load is fairly small - fractions of an hour - any

extra setup in Blender and importing assets into Unity take time,

although template scenes may be possible.

Fig. 2.51 Snapshots of Unity’s controls and render viewport. The viewport switches to game mode when the walking is activated. Top to bottom: The sample scene with some basic materials showing dynamic shadows; Precomputed

shadows, but at a low quality.

Fig. 2.52 Unity logo.

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LuxRender is fairly fast and comes with a material library,

but it does not provide any interactivity. It is a step backwards,

using new software rendering but not using it advantageously.

It is a plugin renderer for Blender and works on the same level as

Cycles. It likewise changes various settings and generates a new

viewport when the render is started.

It renders a frame at a time, like Vray and due to the new

viewport it is difficult to move back and forth between the design

window and the render window.

Its delay load can get to fractions of an hour. Material

settings and assignments are nothing like those of Vray and are

somewhat clunky, on top of learning the workflow of Blender.Fig. 2.54 Snapshot of LuxRender’s controls and render viewport. There are more controls in Blender’s menus. This is highly similar to Vray’s viewport.

Fig. 2.53 LuxRender logo.

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On November 18th I received a new graphics card I purchased

a few days earlier. This card was a Nvidia GeForce GTX 660 Ti,

replacing an ATI HD 5770, and the reason was purely because it

had hardware that enabled the use of or the faster application of

several of the software packages I looked into. Nvidia graphics

processors (GPUs) have a technology called CUDA that uses

parallel processing to do graphics tasks. The software that uses

this technology, Octane, Arauna2, and other path tracers, would

not otherwise work with the ATI card that I had before. I was

able to use Octane at reduced settings on my laptop, as it had an

Nvidia card albeit one of lesser quality, but the others would not

work with that card because it was too old.

The laptop card was a GeForce 130M with compute capability

(a property of CUDA technology) of 1.1, whereas the 660 Ti, by

comparison, has one of 3.0. The laptop card also has only 32 CUDA

cores, whereas the new desktop card has 1344. Also, for the video

game engines, the new card is roughly 50% stronger than the ATI

card I had before, so I can push those engines further to achieve

higher quality visualizations.

Buying the new card (a $259.99 value) was the best option

for my thesis in terms of hardware because it was readily available,

Ha R D w a R e Re s e a R C H

Fig. 2.57 The old ATI card.

Fig. 2.55 The new card, left, versus the old card, right.

Fig. 2.56 The new card inside the desktop tower.

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enabled the use of software for my thesis, and demonstrated that

my thesis can exist without expensive or cutting edge hardware

like virtual reality headsets, new means of interaction like the

hardware Adobe is developing, or immersive room-sized display

setups.

The initial limitation of the low-end hardware on my laptop

and the unusable hardware on my desktop still played an

important part in my thesis because it showed that this software

could be used on existing, potentially old, hardware, though with

severe drawbacks and shortcuts.

Fig. 2.58 The Oculus Rift virtual reality headset in action. This is an example of unattainable

hardware.

Fig. 2.60 Unboxing the new card. It came with an instruction manual, a drivers disc, and extra cables. The card was distributed by ASUS, which also added the

cooling system.

Fig. 2.59 Adobe Mighty and Napoleon. Mighty is the triangular pen, Napoleon is the ruler.

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Fig. 3.1 Serious Editor 3.5 by Croteam. This kind of software is used by video game developers to create virtual worlds - much like architects do with CAD software,

except with materiality and lighting as part of the toolset.

Fig. 3.3 Unreal 4 by Epic Games. This is a future engine currently in development that, while it still uses shaders, simple lighting, and other standard methods, pushes

them to their limits to achieve photorealism.

Fig. 3.2 CryEngine Sandbox by Crytek. This is a much more recent video game engine and favors dynamic shadow generation over the use of pre-computed

shadowmaps.

Fig. 3.4 Luminous Engine by Konami. This is also a future engine currently in development. Engines like this are at the forefront of video game engine technology,

pushing what is possible with shaders and graphics software.

D e l I V e R a b l e s

aP P l I C a T I o n s

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Fig. 3.5 Help files and documentation for various graphics software. Clockwise from top left: Unity; Blender; UDK; Rhinoceros. These range in quality and depth, with some featuring text and image descriptions and others even including video. Unity was the only one that read from an included file, the others either embedded or opened a browser

page to an online database.

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Fig. 3.6 Fallingwater in Half-Life 2 by Kasperg. This is a demonstration of modeling a real building in a video game environment.

Fig. 3.8 City scenes in Brigade 3 by Otoy. This is the cutting edge of cutting edge path tracers.

Fig. 3.9 Fox Engine by Konami. One of the images in each set is the engine, the other is a comparative real life photograph. Which images are the engine?

Fig. 3.10 Euclideon Engine. This uses a method I did not explore - voxels - as it is more about generating geometry rather than photorealism.

Fig. 3.7 House in UDK by Luigi Russo. This student project, modeled in video game software, showed that the same goals that students use CAD

software for can be applied to video game engines.

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Fig. 3.11 Path tracing method, sample images. This shows an exhaustively detailed physical environment rendered with full lighting and materiality at interactive speeds. On the right, water effects are also simulated.

Fig. 3.12 Las Vegas Bellagio Comparison in CryEngine by IMAGTP. This is a photo-realistic demonstration of a real building compared to a photograph taken at the same location.

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Depending on which software I move forward with, the

next steps of my project will be either lightweight coding or

heavyweight streamlining or coding.

The Octane approach assumes that Octane is set up within

Rhinoceros and the only thing missing is an interactive control.

The range and nature of this control will vary, as simple horizontal

camera control by forward impetus and turning is much simpler

than also having camera bob, gravity, or collision detection.

The CryEngine approach assumes that it is installed and a

Rhinoceros project is available and the only thing in the way is the

cumbersome and complex import process. The range and nature

of streamlining this process will vary from simply documenting

comprehensively and cleanly how to do it with the least mistakes,

to attempting to enhance the plug-ins already existing to attempt

to automate the process further.

Once one of the above is in place, the next steps are more or

less identical. After both real time rendering and interaction are

achieved I need to document further features such as material

assignment, any way for collaboration or portability, streamlining

controls, general use principles or shortcuts, and the like.

mo V I n G fo R w a R D - so f T w a R e Pa C k a G e

Fig. 3.13 The Octane approach, where only an interactive script needs to be made.

Fig. 3.14 The CryEngine approach, where the import path needs to be streamlined.

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After that, I would attempt to compile a software package.

With Octane, that would involve everything but the software itself,

as it is not free and would need to be purchased. Otherwise, there

would be a zip file, or even a small self-installer that will consist

of plug-ins, help documents, videos, and so on. With CryEngine,

the package will be more robust, as, at least theoretically, it may

include all of CryEngine, which is hefty at 1.9 GB. Since there

may be licensing issues I may also require that it be downloaded

separately, but as it is free that is less of an issue.

The software package, by its very existence, would be the

proof of concept for my thesis. However, at this time it is of a very

vague nature since there are too many variables in how I would

approach developing it. Workload-wise, developing the help files

and tutorials alone is a lot of documentation, and if I choose to do

some sort of scripting I would need time to familiarize myself with

the scripting languages that I would need to use.

Also, knowing my audience will be very important. As

different users will use it differently, I will need to frame it as such.

For an architect looking to use it as a design tool, to rapidly view

a project interactively with progressive visuals, it will be one thing

and have a certain feature set. For a client wishing to explore

a realistic simulation of a project, it will be another thing. For a

contractor wishing to see the assembly of certain elements it will

be yet something else.

Fig. 3.15 The breakdown of the software package.

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mo V I n G fo R w a R D - be n e f I T s a n D De a T H

The software package foresees potentially great benefits

in the field of architecture. To understand where these benefits

come from, it is useful to review in a nutshell. THE GRID is a tool

meant to preclude the physicality of an architectural design via

software and hardware that is currently available and immerse,

by visual and other means, the client or architect in the design

before it is built. Since architecture is experienced through both

time and space, it is necessary that such a tool exist during some

early stage of design before the design is finalized and converted

into construction documents. That conversion is generally

done with BIM, as BIM is accurate and collaborative. Once the

BIM phase starts there need for the GRID lessens, as it can be

assumed the design will not change dramatically at that point.

Using construction documents, the architect and contractor

collaborate to produce a built space, too late to make many

changes. In the current design process, the real space and the

real time are only reachable in snapshots or animations generated

beforehand (animations could be understood as simply a series

of snapshots). The problem with this is that, due to the way one

experiences a still image versus a physical space, there will always

be experiential differences between what the design was before

it was built and what the design becomes after the construction.

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Benefit #1 - Reducing the Gap: The first benefit of the tool is

that the experiential gap is narrowed or even removed. With the

ability to see a building through the medium of a computer screen

with realistic shadows, movement, light, and materiality, both the

client and the architect are brought to the same level. The client

probably has little experience working with CAD models and

renders, or animations, and lacks the preparation that the CAD

model, and working with that model, gives the architect.

What the client lacks is an understanding of the space.

This can be done by teaching the client how to understand

architectural orthographics, which is arduous and exacerbates

the problem (by reducing experience rather than expanding it)

or the client can have what they already understand, a visual

substitute for the real thing. Sketches work, but ultimately the

building will be something real, and this reality has to somehow

manifest early on.

Benefit #2 - Personalization: This allows the client to make

the project their own. By using computer interfaces they can

inhabit and explore the project. The power of the simulation is

that it uses the user’s own brain to their advantage by letting it

translate the motion within the virtual world to motion of their

physical self. The project becomes familiar and understandable.

This assumes that the client was not already swayed with

beautiful sketches, or other abstract representations of the

Fig. 3.16 The experiential gap between a still image and the physical space.

Fig. 3.17 THE GRID allows a viewer to experientially inhabit the project.

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project. Where these other representations used imagination to

create the space, the GRID will use it to explore the space.

Benefit #3 - Prototyping: Even before the client uses this

tool, the architect her- or himself can use it to rapidly prototype

the experience rather than the assembly or the totality alone.

Architecture is far to big to be prototyped in full, and prototyping

little chunks only goes so far.

One can approach this by breaking down what architecture

is - the memory of time and space. Memory is the passage of

experience, time is a series of moments, and space is moment

given shape. Space is the easiest to prototype because an

architect can build a scale model - this will provide a sense of

the space. Time is also easy to prototype, because the architect

need only to hold the model for a while. Memory is a little harder

because the brain is smart - it knows the model is just a small

object. The architect needs to trick her or his brain, to get down

near the model and pretend it was big and thus come close to a

memory.

THE GRID does that and goes further. It also has the architect

make a model, and spend time with it, and get down close to it.

But it goes beyond - the architect can walk inside the model, the

architect can change the lights and the time of day, the architect

can flood a room with water or place other people in the space.

True creativity can flower then, when memory is achieved.

Fig. 3.18 Architecture is composed of the memory of time and space. Space can be prototyped with models, time can be prototyped by simply being around and examining the models, but memory is harder because it involves tricking the brain.

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+ + + + + + + + + +

The thesis would also be malicious. As a tool it would

contend with orthographics, renders, and physical models.

Before construction documents and after things that can be

called sketches these tools have come to be standard in the

design pipeline.

Death #1 - Orthographics: With orthographics, should the

client be enamored with the GRID, they may not be interested

in plans or sections, even though those tools still provide

valuable insight into the spacial organization of a project and the

interaction of the systems within or between the spaces. Likewise,

if an architect is using an axonometric diagram to explain the

order in a project but the client does not see that order in the

GRID, the client may put less faith in the work the architect put

into the diagrams, demanding instead, perhaps unrealistically,

that the diagrams match the experience found on the GRID. In

an in-firm review the orthographics may be quickly cast aside

as experiential conversations are brought up only visible on the

GRID, raising questions as to why the architect spent time on the

orthographics over working on the GRID.

Death #2 - Renders: With renders, the overlap is sharper.

Given a regular pretty render and the GRID, the client may wonder

why the architect bothered to take one picture when the GRID

allows them to move around and take any and all the pictures

Fig. 3.19 A client may not care about orthographics if the GRID is compelling.

Fig. 3.20 Two architects, one waiting on a traditional render, the other already being group reviewed.

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that they want, from any attainable angle. Back at the firm, the

architect is spending many hours working on a few renders while

another architect, working on the same project, in the same time

finalized the GRID, rapidly creating countless renders and videos

of the same project, all at an even high quality.

Death #3 - Physical Models: Even physical models may feel

the heat - much as with a render, one architect spends the whole

night crafting a model while another has created the GRID, with

full materiality, realistic sun shading, water bodies, and more. The

only difference is, the physical model is twirled in the hands while

the GRID is controlled by a keyboard and mouse. Even assuming

advanced hardware exists, the physical model is 3D printed with

full geometric detail...and the GRID architect uses an Oculus Rift

to create a virtual 3D display that delivers a near-real experience,

complete with depth information.

Sketching too may be impacted, though not killed - imagine

a precedent study being not just looking at photos and drawings

but exploring the GRID version of that building, perhaps modeled

with LiDAR, and documenting the experience. Perhaps one step

of design is quickly molding spaces on the GRID and experiencing

them for inspiration.

Construction documents can be reinforced by the GRID. An

architect can show a polished GRID on the construction site to

the team, showing how the project would look like, materials,

Fig. 3.21 Prototyping small pieces of architecture with physical models takes time and does not give an accurate rendition of the built end result. With a digital

substitute, the entire project can be prototyped and reviewed.

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shading, landscape elements and all, as one moved from one

end of the building to the other. Since the GRID is intuitively

understood, the contractor would not need to learn a new means

of communication with the architect.

Also during construction, the architect, perhaps if she or he

now sends a floor plan to the tenements of a future apartment

building so that they can mock up their furniture arrangements,

can send the tenements the GRID, which they can use to explore

and make their choices in a medium they can understand. No

more need for the billboard proclaiming a future building - just

go on the website of the firm and download that building’s GRID.

Fig. 3.22 A client customizing a house using a real time visualization to get the exact appearance they want.

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mo V I n G fo R w a R D -Im a G I n a T I o n a n D ex P e R I e n C e

The thesis needs to find its audience, for its audience

does not know the show is on. There are certain assumptions

inherent in the GRID that are so far away from the common set

of assumptions of architects and their connected fields that

I attempted to break down, and I isolated a few and tried to

address them, but many remain.

One aspect that I overshadowed was the reality that the

software implementation that my thesis is exploring is already

present in some arenas - some firms have used this as a design tool

and delivered it to clients as such. These unsung firms, however,

do not themselves see the benefits of spreading this knowledge

to the rest of the field. Perhaps because this is because they feel

entitled to uniqueness, perhaps they do not see results or believe

this delivery is more work than it is worth. Perhaps every person

they use it with has desired different things from it.

Different audiences will indeed react differently to the GRID.

Well-entrenched firms will not allow for yet another software

into their pipeline, while more open firms will see it as a design

tool, perhaps devaluing the photorealism for the interaction and

layered data sets.

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The data sets firms may choose could differ from the general

one I focused on - that of photorealistic interaction by walking

in real time. Some firms, or even the client and maybe the

contractor may desire to explore the project while only focusing

on the hierarchy of spaces, or perhaps while emphasizing the

structure behind the walls. Their imagination could then be

guided depending on the type of communication.

The imagination of the recipient, be it client, contractor,

or fellow architect, would nevertheless still be engaged. While

abstract sketches or diagrams can communicate, nothing yet

gives the user the element of choice, the choice of experience,

over memory. The choice of what can be done, over what has

been done.

Would this lead to a death of the outdated cultural belief

that architectural products are drawings, and instead herald an

age where people see architects embracing the digital? What if an

architect wanted to do something other than what his profession

had intended for him or her? What if an architect dreamed of

something more, some means of taking their understanding and

making it the understanding of others?

THE GRID will give architects an ideal to strive towards. They

will still render, still make animations, still rely on CAD. But in time,

they will learn to use it, to make it shine as the sun. In time, it will

help them accomplish wonders.

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Table of Contents 74

Introduction 75

Unresolved Issues 75

Initial Course of Action 77

Underlying Assumptions and Argument 81

The Tutorials 85

Overview of the Visualization Tutorials 85

Tutorials 1 - 8: Visualization 86

Overview of the Interaction Tutorials 114

Tutorials 9 - 12: Interaction 115

The Templates 125

Being on THE GRID 127

Difficulties of The Tool 127

Spring 2013 Project 129

The Design Challenges 131

User Interactions 133

Part two - table of Contents

I n t e r a C t I o n a n d P o s s I b I l I t y

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THE GRIU as it stood at the end of the first semester

had three significant unresolved issues. These issues

were as follows:

1. Indecision Between Octane or CryEngine

This is a major issue because one approach, Octane,

is strongly photorealistic but lacks significant interaction.

The other approach, CryEngine, is strongly interactive but

is worse at rendering as it uses shaders and simplified

lighting. Thus I could not use one without a sacrifice of what

the other may provide. The option of using both existed but

then THE GRID could have become cumbersome with too

much new software to learn. Resolving this streamlined

my thesis.

2. How to Demo With a Lower-End Hardware Laptop

The laptop I had at the time was fairly old and, while

it could run both approaches fairly well, did not represent a

modern piece of hardware or the quality of hardware than

an architecture office would have. Buying a brand new

laptop was not an option due to cost, but if there was a way

to either rent a laptop or simulate better hardware (perhaps

Unresolved IssUes

I n t r o d U C t I o n

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using my stronger desktop as proxy), then I would have

been able to demo more effectively. Resolving this was not

fully necessary yet would have been a great benefit.

3. Determining the Feasibility of Redistribution

Since both approaches involve a whole separate piece

of software my training materials would have required the

user to install one or the other piece of software. Octane

has a hefty price while CryEngine is free but is nearly 2 GB

in size. One or the other would have needed administrative

privileges on the target machine, but if the assumption was

made that the software were acquired separately then

the training materials could have remained valid. Since

everything already depended on Rhinoceros and/or Vray

being present on the target machine, the point may have

been moot on a technicality. However, on top of that there

was the issue of burning to a DVD or preparing an online

archive, both options that I figured out later. Resolving this

enhanced the practicality of my thesis.

Fig. 4.2 CryEngine intro splash.

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The thesis, going into the second semester, can once

again be summarized in a one-sentence, three-sentence,

nine-sentence format. Note that this was the initial course

of the thesis for the second semester but as the work went

on the course was expanded to include student testing and

interaction.

1: To Educate and Advance the Field of Architecture

Using Existing Photorealistic Real Time Interactive Design

and Video Game Software.

3: The education would come in the form of complex

and user-oriented tutorials and instructions. Even though

the veracity of THE GRID was proved last semester, a more

concise summary of its importance would accompany the

training materials. Two approaches, one using a piece of

design software and the other using a piece of video game

software, would be the focus of the training materials and

serve to advance the field.

9: THE GRID is about maximizing tools already

available or on the cutting edge, as very few instruction

manuals, or any, exist for the tools in question. These tools

InItIal CoUrse of aCtIon

Fig. 4.3 The second semester focused on the space between THE GRID lines of the first semester: GRID cells instead of GRID lines.

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focus on photorealistic real time interactive visualization of

digital models, assuming that there will always be a digital

model to work with in a modern project, as otherwise the

project will get nowhere. Of two approaches chosen last

semester, one uses a path tracing plugin for Rhinoceros

that is orders of magnitude faster than Vray, but as it is a

recent piece of software it has not gained popular traction

The second approach is a video game editor, CryEngine,

which provides significant interactivity but at reduced

rendering quality. For both or either, training materials will

have to be made so that a designer familiar with Rhinoceros

and the Vray workflow will be able to, with the help of the

training materials, use THE GRID to create photorealistic

interactive real time visualizations. The training materials

will go further: once the basics are set up, more advanced

techniques will be detailed. Once the user is making the

visualizations their benefits will become self-evident -

presence, interaction, and a sensory fulfillment combine

to create a prototype of the experience, an ultimatype. The

training materials will be packaged in a way that can be

redistributed. That is THE GRID.

[][][][][][][][][][]

The second semester therefore began with focusing

on testing Octane and CryEngine as valid options for THE

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GRID. I planned to look for pros and cons of each system,

in regards to user experience: How many steps does it

take to go from a raw Rhinoceros model to an interactive,

real time, model with materials and lighting? How possible

is it to add dynamic elements, like moving people, cars, or

trees? How many individual pieces of software or plugins

are required? Following that, I planned to attempt to

quantitatively examine the output of each system to figure

out if using one, what does a user lose from the other, and

vice versa.

The next step would have been to pick one, or

both, and establish the nature of the training materials.

This meant I had to develop tutorial paths: make basic,

intermediate, and advanced tutorials sets. Each path could

expand in detail but not complexity, the tutorials had to be

easy to use, with quality videos and annotated diagrams

and screenshots. I would have had to do a hardware

spec analysis - not everyone knows what a GPU is, or

CUDA. Lastly, I would have had to determine methods

of distribution: digital - PDFs, YouTube, etc. or physical -

booklet, CDs or DVDs, etc.

However, as the work went on the course expanded

beyond that. The initial development of the tutorials as an

online resource was over about a third of the semester in,

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so it was decided that I would continue with THE GRID

by opening it to fellow students. This meant creating an

environment on THE GRID and design challenges for the

students to perform so that the true possibilities of THE GRID

could be determined. A computer then had to be acquired

since my laptop had continued to degrade in hardware

quality and attempting to have the students use THE GRID

on their own machines was a failure. With a computer set

up and an environment made for the students, they were

able to test THE GRID.

Fig. 4.4 A brief analysis of the possible avenues for testers of THE GRID. The most likely source of testers was colleagues, and the least likely were online people.

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It was important, before work after the first semester

could proceed, to determine any underlying assumptions I

had about the context of the thesis and reconsider my core

argument. The underlying assumptions of THE GRID are as

follows:

• Architects are in the business of making digital models

before converting them into construction documents.

• Architects’ use of digital models is far behind their

use in other fields, such as medical imaging, geological

surveying, simulations, and certain types of graphics-

heavy video games.

• The technology and software used in the School

of Architecture at Carnegie Mellon University is indicative

of technology and software in use in architecture offices

worldwide.

• Architects’ presentation of digital models is limited to

static renders and pre-configured animations.

• Architects have enough cash to consider upgrading

hardware (if needed) and software.

UnderlyIng assUmPtIons and argUment

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• If rapid or real time photorealistic renderings are

effective in other fields, they can be effective in architecture.

• Presence exists.

• A digital model can be explored with a navigational

interface effecting better understanding of the project; this

is apart from looking at plans and diagrams.

• Static images cannot represent a project that is

meant to be physical.

• Architecture is digitally stagnant and both the public

and construction sectors are often misinformed as to the

nature of architectural design and education.

[][][][][][][][][][]

The core argument could be broken down into the

following:

• Architects need a way to experientially prototype the

final design in the digital realm.

• Architects - professionals and students interested

in orchestrating space and time with programmatic and

social implications. They deal primarily with visual and

tactile experiences, but sound also comes into play. They

delve into invisible properties, like the structure or wiring

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in a building, only diagrammatically or by reference, i. e.

leaving reasonable room for those features so that they

can be developed when the project is converted into a

format that can be physically constructed at full scale.

• Need - architectural stagnation is brought on by

reliance on old tools, practices, and paradigms. Therefore,

a need arises to adopt more modern ideas.

• Way - tools, methods, repeatable and reliable

practices.

• Experientially - the experience is the overarching

theme to architecture - the sensory interface with space and

time leads to memory which is understood as experiences.

There is no way to experience a building before it is built,

but photorealistic digital tools combined with interactive

controls can be an effective surrogate.

• Prototype - to find out what it is like before it

exists. Think of cars, books, phones, and toys - all can

have a rough full scale prototype developed rapidly during

design. Architecture is too big to be fully prototyped, and

prototyping a piece is like only printing a page of a whole

book or only plastic-injecting a wheel of a toy car - it is

accurate, but limited.

• Final design - while design continues until the last

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brick is in place, in a best case scenario the major motions

of the project are figured out before construction documents

are made. The final design is a 3D, fully digital model. This

is the case, as based off of the first underlying assumption.

• Digital realm - fully computer simulated environment

with physical assets (like textures) imported. This is

important because, as assumed, the digital realm has been

successfully used in other fields using advanced software

that is currently available. The digital is here to stay and

must be embraced.

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t h e t U t o r I a l s

The CryEngine tutorials at whatisthegrid.tumblr.com

are the first step in analyzing how a user experiences THE

GRID. They are a sequence of twelve tutorials, instructions

for use, that guide someone only familiar with Rhinoceros,

Vray, and has access to 3dsMax, through using THE GRID’s

chosen software, CryEngine to arrive at a fully interactive

visualization of a chosen model of one of their projects.

Each tutorial outlines with text and image the basic steps

of what needs to happen and what can happen on THE

GRID.

The website and the presentation of the tutorials are

designed to convey a sense of fluidity, of breaking the rigid

grid lines and uncovering the cells within. Website elements

fluidly appear and shift, the mouse cursor produces a trail

of tiny grid cells, the tutorials themselves are laid out in a

flowing manner, and a sidebar available on each tutorial’s

page allows for direct travel from tutorial to tutorial. The

same website was supposed to eventually also contain

design challenges which would have been part of testing

THE GRID with potential users.

overvIew of the vIsUalIzatIon tUtorIals

Fig. 5.1 QR code for the tutorials.

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1. InstallatIon

In this tutorial we will learn how to install CryEngine

and some tools for 3dsMax.

THE GRID requires CryEngine and 3dsMax on top

of the core modeling software, which is assumed to be

Rhinoceros. CryEngine is currently only available for a PC

machine, so switch to one if available. For this tutorial, it

is assumed that both 3dsMax and Rhinoceros are already

installed.

To install CryEngine, you must first set off some time

and have a good internet connection, as the download is

roughly 1.9 GB.

Visit cryengine.com. The home page should have a top

bar much like the one below:

Click on “GET CRYENGINE.” A new page appears as

below. Click on the “FREE SDK” monitor.

In the next screen, click on “DOWNLOAD NOW.” Above

this button you can review the “System Requirements” and

see if your machine can run CryEngine. CryEngine is a fairly

flexible system, however, and can handle many different

hardware setups.

At the last screen click “Download now” to initiate

the download. Note the size below - even at high internet

speeds this may take a while.

Once downloaded, extract the archive to C:\CryEngine\

1. InstallatIon

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Bin64\ if your operating system is 64-bit or C:\CryEngine\

Bin32\ if your operating system is 32-bit using your favorite

file browser. Locate Editor.exe. Right-click this executable

and select ‘Copy’. Then, go to your desktop and right-click

anywhere and select ‘Paste shortcut.’

Now, navigate to C:\CryEngine\Tools\ (Or the

corresponding folder for an installation elsewhere). Right-

click CryToolsInstaller.exe and select ‘Run as Administrator’

with the shield next to it. Accept any notifications. A

window like the one below should appear.

Hit ‘Next.’ You can uncheck all but ‘Autodesk 3ds Max.’

Hit ‘Next’ again. The installation should be a success. Hit

‘Close.’ If Windows pops up a warning message hit ‘Cancel’

and ignore it. 3ds Max has now gained useful tools for

exporting to CryEngine.

In the next tutorial we will learn what needs to be done

within Rhinoceros to prepare it for export.

2. Setting Up RhinoceRoS

In this tutorial we will learn how to set up Rhinoceros

to properly handle exporting to 3dsMax.

There is actually very little setup that has to be done

in Rhinoceros. Most of the CryEngine-specific settings are

established in 3dsMax itself.

To start off, begin by opening Rhinoceros:

2. settIng UP rhInoCeros

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Wait until it loads and presents you with an empty file.

The only thing to make sure of with your Rhinoceros

model is that everything that you want to have a material

has a material assigned to it either directly or by layer.

So, begin by opening a typical Rhinoceros model.

On the Properties tab on the right, select an object and

locate the ‘Material’ button. If the tab is not there, you can

type ‘Properties’ to bring it up. In the ‘Assign material by’

dropdown, note the various options. From here you would

either select ‘Object’ from that menu (‘Layer’ is the default)

or set the material by layer, which is done in the layer

panel by clicking the colored circle under the ‘Material’

column for each layer. Both choices would end in the same

window or tab. Above, third, is the appearance if you had

chosen to set the material by object. You can either start

modifying the default material, which will automatically

create a copy preserving your changes and naming it with

a default name, or you can press the ‘New...’ button to

create a new material.

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Pressing that button will open the preceding window.

Hit ‘OK.’

Either way, you will end up with a material assigned

that is named ‘New material 001’ or similar. That is fairly

non-descriptive so a good idea is to rename it. It will be

helpful to name the material after its real-word equivalent,

as later on it will be easier to assign properties to it in

CryEngine when all you will have is the name of the

material (as object-material assignments can only be done

in Rhinoceros or 3dsMax). Right-click the material name

and select ‘Rename...” to give that material a name.

In the settings below, you can change the basic color

by clicking on the colored rectangle to the right of ‘Color’

in the ‘Basic Settings’ section or change the texture by

clicking on (empty - click to assign) in the ‘Textures’ section.

These settings and UV mapping are for more advanced

modeling. If you want to explore, the texture mapping can

be accessed by clicking the ‘Texture Mapping’ button at

the top.

In the next tutorial we will learn how to use CryEngine

and how to load a template.

3. Loading a TempLaTe

In this tutorial we will learn how to work in CryEngine

and how to load a template world prepared with a basic

3. loadIng a temPlate

9 0

scene into which models can be dropped.

Begin by launching CryEngine.

Here you will probably need to sign in to the CryDev

network. Go to crydev.net and click on ‘Register’ in the

upper right; this process is free and Crytek does not bother

you with emails or whatnot. Once you have credentials,

sign in and it will remember that computer forever.

You will be presented with the default layout and a

welcome box. Note that I reorganized the toolbars a bit to

optimize space. For now, let’s see what a blank level looks

like and why it is useful to work from a template. Click on

‘New Level’ on the welcome box to start with a blank level.

You will be presented with an options box. Give the

level any name and ignore the terrain settings and click

‘OK.’

You will be presented with another options box, this

time for the terrain. Keep it as it is and click ‘OK.’

Now you will be presented with a view into the virtual

world containing a large ocean, sky, and ground some

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scene into which models can be dropped.

Begin by launching CryEngine.

Here you will probably need to sign in to the CryDev

network. Go to crydev.net and click on ‘Register’ in the

upper right; this process is free and Crytek does not bother

you with emails or whatnot. Once you have credentials,

sign in and it will remember that computer forever.

You will be presented with the default layout and a

welcome box. Note that I reorganized the toolbars a bit to

optimize space. For now, let’s see what a blank level looks

like and why it is useful to work from a template. Click on

‘New Level’ on the welcome box to start with a blank level.

You will be presented with an options box. Give the

level any name and ignore the terrain settings and click

‘OK.’

You will be presented with another options box, this

time for the terrain. Keep it as it is and click ‘OK.’

Now you will be presented with a view into the virtual

world containing a large ocean, sky, and ground some

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distance under the water. The first thing to do is rearrange

some stuff (you may have noticed the previous views

looked different than default). The default layout is below:

To save some space, merely click and drag the two

lowest menus among all of the buttons in the top bar to

the side so it appears like it does in these views. Also,

feel free to drag out the bar on the far right out and close it.

Next, note that you may have the info overlay turned

on, as below. Click the ‘i’ in the upper right corner above

the viewport to cycle through the displays until it is off

or showing information that you find useful. This overlay

outputs a number of data values that are significant to the

rendering engine of CryEngine but are largely not useful for

the purposes of THE GRID.

The default navigational controls are: ‘W’ = forward

motion, ‘A’ = leftward motion, ‘S’ = backward motion, and

‘D’ = rightward motion while holding the right mouse button

pivots your view in two angular dimensions (i. e. you can

turn, but not tilt, your head). Near the bottom center of the

viewport is a value that controls speed, next to ‘Speed.’

Control this to move faster or slower. Take some time to get

used to this navigation mode.

Now, while hovering somewhere in the air, press ‘Ctrl

+ G’. You will appear as a guy holding a gun with visible

overlays and fall down into the water. This is the case

because CryEngine is by default an engine for a first person

shooter series of video games and as such has the main

character, controlled by you, hold a gun when he begins

his life. This is one reason to use a template - to set up

CryEngine so that it has you start as a peaceful, gun-less,

overlay-less, civilian takes some steps and it is easier to

start off with them already accomplished.

To navigate, the same WASD + Mouse controls work

here too.

To exit the simulation, press ‘Esc’. Note how the

camera returns to the previous mode at the same spot

where you were as the character. This is called WYSIWYG

(What You See Is What You Get) editing - it preserves real

time and real location of you the controller when shifting

from editing to testing.

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Now, on the main bar up top, under ‘Terrain’ select ‘Edit

Terrain.’ In the new window, above under ‘Modify’ select

‘Set Ocean Height.’ In the pop-up, enter ‘0’ and click ‘OK.’

You can close the terrain editing window.

Now you will see that the ocean has effectively

disappeared. If you press ‘Ctrl + G’ now, you will either fall

to the ground and survive and be able to walk around, or

fall and die. If you die simply press the left mouse button

to reappear where you died. This is close to a template

that would simply have an endless plane of dirt, grass,

concrete, or other simple material.

What is important to note here is that while the ground

you fell on appears flat, it is actually a series of tessellated

triangles. You can see this by pressing ‘F3’ and flying out

until you see some distance across the ground. The area

nearest you will have denser triangles, beyond that, in

large squares, the triangles will merge into larger triangles,

and farthest of all the triangles will be huge and take up

large chunks of space. Pressing ‘F3’ again returns the view

to normal.

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This plane can be molded and shaped into slopes,

hills, mountains, and other geologic features. Integrating

this technology into the design process could be useful

with training and planning (i. e. making room for the terrain

in the original Rhinoceros model). Right now, it will only

come into play as part of various templates. below is an

example of rough slopes quickly painted in CryEngine.

To control the time of day, click on ‘Lighting’ under

‘Terrain’ up top. This will bring up an options window

where you can set the time of day, north offset, latitude,

and tweaks on dawn and dusk times.

So far we have gone over loading a level, navigation,

testing, ocean control, the nature of the terrain, and

controlling sunlight. These are all basic skills and are

enough to effectively use THE GRID to interact in real time

with a design model. Now the only things needed are

loading a template and importing the actual model.

Download the template packages from here. Unzip the

contents of the package file using your favorite zip program

(Explorer can also do it natively) into the \CryEngine\

GameSDK\Levels folder on your machine. Now, either click

on ‘Open’ under ‘File’ or hit ‘Ctrl + O.’ In the window that

pops up, open up the ‘Templates’ folder and choose any

template that you want.

Now enter the simulation (press ‘Ctrl + G’) anywhere

near the ground. You will now see that you are gun-less

and without the overlays.

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The last thing to note is that, when loading a template,

unless you want to tweak the template itself, you should

always save as (in the File menu) when you drop your

models in. If you attempt to save one of the templates, you

will get a warning to remind you.

In the next tutorial we will learn how to import into

CryEngine from 3dsMax.

4. ImportIng

The entire importing process is as follows: a model

in Rhinoceros is exported as an .obj file; that file is

imported into 3dsMax; the CryEngine tools in 3dsMax are

used to export that model into a format that CryEngine can

understand; then the materials are assigned in CryEngine.

The first step is to prepare a project folder that

CryEngine can access. CryEngine uses a separate folder

for each asset, be it an object (a model), a level, or any

other element, many of which are not necessary for THE

GRID. Take a look at the folder contents below:

There are two Rhinoceros files, .3dm and .3dmbak,

one CryEngine object file, .cgf, a 3dsMax file, .max, a

material file, .mtl and an interchange file, .obj. The first four

files (the .3dmbak file is an automatic Rhinoceros backup

file) and the last file contain largely the same information,

namely the 3D information of the model. The remaining file

contains material definitions that 3dsMax exports so that

CryEngine can apply them to the model. Note that the path

is \CryEngine\GameSDK\Objects\[name]. The folder name

must match the name of the .cgf file so that CryEngine,

when browsing for the file, understands what is inside the

folder.

Whenever moving to CryEngine it is useful to either

copy the most updated Rhinoceros file to this folder and

work from it or to export the .obj file from Rhinoceros

directly to the folder so that 3dsMax already has it set as

the project location.

Begin by opening 3dsMax (with Rhinoceros and its

model already open):

4. ImPortIng

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While it is opening, switch to Rhinoceros. One

thing that is important to note is the CryEngine works in

centimeters as the default unit. Whenever you want to

export, switch to centimeters as the model unit using the

command ‘Units’ (accepting the automatic scale). Now,

select what you want to export. Use the command ‘Export’

or find it in the File menu.

Find your project folder and export the file with the

same name as the folder. Use the default settings, as

seen below, making sure that ‘Map Rhino Z to OBJ Y’ is

off. Do not worry about the ‘Export material definitions’

checkbox just below that; material export and handling will

be covered in the next tutorial.

In the next window, again stay with the default setting,

however make sure to later explore the effect of changing

the mesh detail on curved surfaces.

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Now that you have an .obj file return to 3dsMax. From

the default screen, open the menu at the upper left corner

and select ‘Import’.

Find your .obj model and import it with the default

settings. Again make sure ‘Flip ZY-axis’ is off. You will

be presented with your model in 3dsMax. Note that any

NURBS surfaces are now triangulated meshes.

Next, make sure the units are translated properly. One

unit in 3dsMax equals one centimeter in CryEngine, so it

is important that the units in 3dsMax are what they will

be in CryEngine. In the ‘Customize’ menu at top, select

‘Units Setup...’. In the window that appears, set the units

to ‘Metric’ and ‘Centimeters’ and click on the ‘System Unit

Setup’ button. In the new window, set it so that 1 unit

equals 1.0 Centimeters, as below:

Now, press ‘M’. In the new window, first double-click

the only entry in the list on the left, which should be named

something like ‘default (standard) [object_1,object_2,

{etc..}]’. This is a basic material applied to everything you

exported, even if the original objects in Rhinoceros were

from separate layers.

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Next, in the center pane, double-click the object that

has appeared in the blue header. You should now see

something like this:

Next, where it says ‘Blinn’ click and select ‘Crytek

Shader’. In the new options just below, click on ‘Physicalize’

and in the blank drop down next to that select ‘Default’.

Now you can close the material editor. In the next tutorial,

we will explore this window in more detail. For now, what

you just did was tell CryEngine that everything that you

exported is a physical object and must have collision

generated for it. Without this step for everything that is

solid, CryEngine will not create collision and when you test

the model in CryEngine you will simply walk through the

model.

Now, click on the little hammer on the upper right. In

this tab, click on ‘More...’ and in the new window double-

click ‘CryENGINE3 Exporter’. This will open the CryEngine

export settings. To make sure it is properly synced with

CryEngine, click and drag the black scrollbar on the right

down until you reach a closed ‘Options’ section. Click on it

to open it and then click on ‘CryENGINE3 Settings’. Wait a

bit, then in the new window make sure it looks as below:

It may be necessary to hit ‘Scan for builds...’ if it does

not have the CryEngine location set. Close this window and

scroll back up in the pane.

Hit ‘Ctrl + A’ to select everything and click on ‘Add

Selected’ under the ‘Geometry Export’ section. Now scroll a

bit down until you see a blue ‘Export Nodes’.

At this point you must save the 3dsMax model in the

project folder, as otherwise the exporter will not work, if

you have not already saved it. Once saved, click on ‘Export

Nodes’. A window appears and the process should be

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fairly rapid. Once it is finished you can close the window.

Be aware that, once imported to CryEngine, it will

update in real time the model file, so this import process

needs to be setup only once per model, though you still

have to manually export from Rhinoceros and from 3dsMax.

Now, open CryEngine to a template level. In the

RollupBar on the right, click on ‘Brush’. This will show the

browser below. Navigate to your project folder and model.

If nothing went wrong, it should appear. Select it and

drag it in anywhere in the template. It will appear at the

proper scale with a default material that yells ‘Replace Me’.

At this point you can test (Ctrl + G) and walk around

your model. If you want to move the model around, press

the little cross of arrows in the top bar next to the mouse

icon.

In the next tutorial we will see how to replace that ugly

‘Replace Me’ with something else more fitting, as below:

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5. Material Setup

Now it is time to delve into materials and textures.

In Rhinoceros, prepare your materials as usual, except

make sure to name them separate and descriptive things

so that they will be easier to track later on. For now only

set a basic texture for each material; it will be easier to set

other maps in CryEngine anyway. For this tutorial we will

assume you have at least two materials, as the procedure

for more than one material is different than the procedure

for a single material.

Then, export as before, making sure to check the

‘Export material definitions’ option near the bottom of

the export window. This will produce a separate .mtl file

named the same way as your .obj file.

Now, open 3dsMax as before (preparing the units) and

import your model. Make sure ‘Import materials’, ‘Import

into Mat-Editor’, and ‘Show maps in viewport’ are checked

in the lower right section, as below.

The model should import with the materials visible,

3dsMax importing the material file paths as defined in

Rhinoceros. Press ‘M’ as before, when you set up a basic

model. Double-click (or drag into the field) each of your

materials, which should be named as you named them in

Rhinoceros. Physicalize them as before.

The next step is to combine these materials into one

material that CryEngine can understand. What we will

actually do is assign a different material ID to each set

of objects, all of the objects which had the same material

assigned, so that the material within CryEngine can apply

the proper sub-materials to all of the objects. Each sub-

material will be one of the materials in the model. The

model will then have a multi-material applied.

Arrange the materials in a visual way so that you can

easily tell which will be ID 1, ID 2, etc. or simply remember

how they should be, or name them with numbers. By

default all objects have a material ID of 1. So for a model

with more than one material we will have to set all objects

of a material beyond the first with IDs greater than 1

corresponding to which material they have.

For the second material, double-click on the material

and click on ‘Select by Material’ on the end of the top bar,

shown following:

5. materIal setUP

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In the new window, each object of that material will

be selected. Hit ‘Select’. The objects with that material will

now be selected. In the right panel, click on the little blue

rainbow and in the ‘Modifier List’ dropdown select ‘Material’

as below:

In the ‘Parameters’ box which appears below, change

the ‘Material ID’ to 2.

Repeat this for each set of objects by material.

Whenever you modify the model (by deleting the imported

geometry in 3dsMax and importing again), you will need

to reassign the material ID but not the material settings in

3dsMax (unless there is something you want to change

about the material). This may get tedious, but there does

not seem to be any way to export the material IDs straight

from Rhinoceros without some kind of script.

Now, right-click in the middle field and select under

‘Materials’ ‘Multi/Sub-Object’. Once it appears, double-click

it and in the options on the right, click on ‘Set Number’. Set

that to how many materials you have. Then, click and drag

in the field from the right little circle of each material to

each little circle on the left of the multi-material in the order

that you determined. Note how the multi-material has ID

numbers set for each material in order and updates when

you connect the materials. An example using two materials

is below:

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When you are done, have the multi-material selected

and click on the main viewport. There, select everything

(Ctrl + A). Now, back in the Material Editor, click on the

fourth button from the left in the top bar, ‘Assign Material to

Selection). If the order of the materials with IDs assigned

and the ones connected was the same, the viewport should

not change. If it does, find the error in ID assignment or

connection and rectify it (you can either reassign IDs as

before or change them in the multi-material options).

Now, proceed to export using the CryEngine3 Exporter

utility. Remember to save the 3dsMax session in your

project folder in CryEngine’s folder (\CryEngine\GameSDK\

Objects\).

In CryEngine, open a template level and open the

‘Brush’ menu. Drag your model to the level. By default

it will display ‘Replace Me’ all over it. In the RollupBar

where you just saw the browser, it should have changed

to show various properties of the Brush. Next to where it

says ‘Mtl:’ it should say <No Custom Material>. Click on

this. In the Material Editor that opens up, navigate to your

project folder and note how it has the original exported

.mtl file there. Ignore that and right-click on your project

folder and select ‘Add New Multi Material’. Right-click the

new material and select ‘Set Number of Sub-Materials’. Set

that to the number of materials you have. For each sub-

material that appears under that material, right-click and

select ‘Rename’ and rename them as needed, in order. Your

material editor should appear as below:

Here we can get acquainted with the material editor.

Note how there are several sections: Material Settings,

Opacity Settings, Lighting Settings, Advanced, Texture

Maps, Shader Params, Shader Generation Params, Vertex

Deformation, and Layer Presets. For the purposes of THE

GRID we will only use the first five except for ‘Advanced’.

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The first section is only useful as far as setting material

surface properties (how it reacts when you walk on or hit

it). Under ‘Surface Type’ you will find various surface types.

You will set these as needed when you customize each

material.

The second section may be useful for glass and water

with the ‘Opacity’ setting, which is self-explanatory.

Under ‘Lighting Settings’, nearly all settings will be

useful. ‘Diffuse Color’ sets the overall brightness of the

base material texture. ‘Specular Color’ sets the shinyness

color. ‘Glossiness’ sets the spread of shine. ‘Specular

Level’ sets the amount of shine. ‘Emissive Color’ does not

seem to do much. ‘Glow Amount’ is the amount bright parts

of the material will visibly glow.

The last group is where you set the actual textures

directly, by pressing the ‘...’ button.

Now, select the multi material, have your model

selected, and click on the button in the top left, ‘Assign

Item to Selected Objects’. Without texture assignments,

nothing should happen, but now you can play with the

glossiness or opacity settings.

The reason we have not set any textures yet is that

they have to be a certain file type. CryEngine does have a

plugin for Photoshop which allows it to export texture files

specifically set for CryEngine’s use. However, it seems

that Photoshop’s default file saving creates files that work.

The file type that the textures have to be is .tif, which is

available by default in Photoshop’s options for file type

when you save a file.

Open your texture files in Photoshop and save them

as .tif (TIFF, at the bottom) in your project folder. I have

found that a ‘LZW’ compression works; ignore the other

options. Now, for each material, scroll to where it says

‘Diffuse’ under ‘Texture Maps’ and click on ‘...’ to the right of

it. Locate your texture and set it. It may take a few seconds

for CryEngine to import it, but when it does the texture

should appear on your model. If you want, you can set the

other maps, the treatment is similar to how it is in Vray.

Repeat for all of your materials.

If your materials appear too bright, remember that you

can darken the ‘Diffuse Color’ in the third section.

If you want to adjust tiling for each map, you can click

on the black triangle to the left of each map, then click on

the triangle next to ‘Tiling’, and there set both ‘TileU’ and

‘TileV’ to whatever you want.

If you have many materials or many models and you

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cannot tell which material is being used where, you can

use the eyedropper button in the Material Editor on the

top bar, fourth from the left, and click on the material in

question in the main view. See below:

One thing to note is that, for some reason, CryEngine

does not update the physical proxy (collision) when you

make changes to the model before exporting from 3dsMax

even though it updates material assignments. So, when

you change your model based on input from THE GRID, re-

export it from 3dsMax, and open it in CryEngine, you will

need to place it again and reassign its material, otherwise

the collision from the previous version will remain. I have

found no other way around this problem.

To recap, the following is needed for the first time

materials are setup:

• Set materials in Rhinoceros. Export to 3dsMax and

drag materials into the Material Editor there.

• Set material IDs for each set of objects based on its

number in order of all the materials.

• Create a multi-material that connects all the materials

in order and assign it to all the objects of the model.

• Export and open in CryEngine and create a multi

material from scratch and assign it, setting all textures.

When changing the model in Rhinoceros, only the

following has to be done:

• Set material IDs for each set of objects based on its

number in order of all the materials.

• Create a multi-material that connects all the materials

in order and assign it to all the objects of the model.

• Export to CryEngine, delete the previous there (even

though it updated in real time) and place the model again,

and reassign the material.

In the next tutorial we will explore how to set up lights.

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6. Lighting Setup

In this tutorial we will learn how to work with

CryEngine’s entities and create lights for the imported

model.

There is no way to import lights from Rhinoceros to

CryEngine so the best way is to set up lights directly in

CryEngine.

Open up your model and on

the RollupBar click on ‘Entity’ and

in the browser open ‘Lights’ and

drag a ‘Light’ into your model.

Note that may appear that

your light is invisible. All lights

in CryEngine are by default point

lights (except the sun) and are

merely light emitters, with no

geometry information.

Leave it alone for now, as now is a good time to learn

about helpers. Helpers are visual guides that aid in setting

up CryEngine scenes. Try pressing and holding ‘Shift’ to

show world grids and the selected object’s relation to

those grids. If your light is invisible, hit ‘Shift + Space bar’

to make it appear as a little bulb. Lastly, press and hold the

space bar to show object names.

6. lIghtIng setUP

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Now that we have our light and can see it, it is time

to familiarize ourselves with the settings. With the light

selected, examine the ‘Entity Properties’ section in the

RollupBar. Many of the properties are self-explanatory:

Active, Radius, Diffuse (color), DiffuseMultiplier, AreaLight,

PlaneHeight and PlaneWidth.

To setup a realistic light, first change ‘Castshadows’

to ‘LowSpec’. This will ensure that its dynamic shadows

are always available. By adjusting the radius, color

and multiplier, or switching it to an area light, you can

already create a varied set of lighting situations. To

slightly improve the quality of the dynamic shadows, set

‘ShadowResolution’ to 2.

To create a region of shadow or otherwise globally

affect a region without applying shadows from a specific

point, activate ‘Ambient’. The color of the light will now

affect the geometry around it nonspecifically. If you set the

color very near 0,0,0, you can darken areas. This could be

useful to tweak interior spaces that are not directly shaded

by the sun.

If you are making an area light, you can rotate using

the ‘Select and Rotate’ tool in the top bar.

To add a flare to a light, such as bright lights might

create, click on the field next to ‘Flare’ and press the ‘D’

button. This will bring up the Lens Flare Editor. In the upper

left, click on the folder icon and double-click the only entry,

sample_flares.xml. In the left pane, open up the various

categories and select a flare. To apply it to the light you

had selected, click on the fourth button from the left in

the middle portion of the top bar, ‘Assign Item to Selected

Objects’. Close the Lens Flare Editor and click on ‘Flare

Enable’ under ‘Flare’.

‘HDRDynamic’ makes the light brighter in the HDR, so

the engine calculates it relatively to other lights. The sun is

at about 3 for this value.

‘SpecularMultiplier’ makes highlights generated by the

light brighter.

Lastly, to copy a light, or any object, press ‘Ctrl + C’

and move your mouse to where you want the new object

to be. If you press ‘Ctrl + C’ again, CryEngine will drop the

object at the mouse and make a new floating copy that

follows your mouse.

In the next tutorial we will learn about vegetation,

clouds, water, rain, and fog.

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7. EnvironmEnt SEtup

CryEngine’s environmental effects cover grass, trees,

clouds, rain and snow, bodies of water outside of the

ocean, global haze and local fog.

Grass and trees are part of the same system, called

Vegetation, and exist in some form in each of the template

levels. For the purposes of THE GRID, we will not go into

detail how to set up grass and trees, however we will learn

how to add more to a level from the ones already existing

in the level.

Begin by opening any template level. In the RollupBar,

select the second tab at the top which looks like a half

pipe. In this tab, click on ‘Vegetation’.

Note how in the lower field there are already entries,

probably called Grass and Trees, or just Grass. Before we

add more, click and drag in the main viewport anywhere

there is grass or trees. This will select those instances.

With this selection you can operate as you would with

an object, you can move it, delete it, rotate it, etc.

Now, to add more, we use a process called painting.

(Incidentally this is similar to how you make terrain). Click

on any of the object entries, click on ‘Paint Objects’ above,

and set the slider under ‘Brush Radius’ to somewhere in

the middle of its bar. Fly up so you can see some ground

and click and drag anywhere in the viewport. Objects of

that type should appear where you paint.

7. envIronment setUP

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Note that some objects would not appear under a

certain brush radius. This is because their density is greater

than the set radius, so the probability of them appearing in

the brush area is 0. To delete, hold Ctrl and paint over what

you want gone.

Clouds are also something that is present by default

in the templates and likewise do not need to be explored

in detail.

To add more clouds, switch back to the default tab in

the RollupBar and, under ‘Entity’, navigate to ‘Render’ and

drag one of ‘Cloud’ and ‘VolumeObject’ into your scene.

The Cloud entity is what all of the templates have,

except way up in the sky and scaled to cloud size. The

VolumeObject is supposed to have superior shadowing and

volumetric effects but I have found that it does not really

add much and is generally too bright. To scale either, use

the ‘Select and Scale’ tool on the top bar, where the other

operation tools are.

There are different cloud presets, but the default ones

are fine.

Another way to add clouds is to change the HDR sky

to a skybox, which sacrifices time of day lighting in favor

of a realistic sky scenario. To change to a skybox, click

on the halfpipe tab and then on ‘Environment’. Scroll in

the field below to where it says ‘SkyBox’ and under that

‘Material’ and click on the field on the right, and there press

the ‘..’ button.

This will open the Material Editor. Navigate to

materials>sky and pick anything there. Next, go back to

the RollupBar and in the same field click on ‘<’. This will

apply the selected sky to the scene.

Note that the skyboxes interact only partially with

the sun and will not work well at night. Also, the custom

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clouds might not appear to fit. To go back to an HDR sky,

set the material to ‘sky’ in the same material folder.

Rain and snow are handled the same way. Both are

special particle effects, however they are not advanced

enough to interact with geometry (i. e. they still appear

indoors) so it is best to use them only outside.

To add either, we need to open the DataBase View.

Under ‘View’ on the top bar, in Open View Pane, find

‘DataBase View’ and click it.

In this window, click on the ‘Particles’ tab on the top

and then click on the folder icon on the top bar on the left.

Double-click on ‘Libs\particles\weather.xml’. This will load

a folder structure. Open up ‘Rain’ or ‘snow’ and drag either

entry into the level. There are some settings that could be

changed but the defaults are fine.

Rain, above, first appears fairly thick and faint, so it

may be a good idea to scale the droplets down. In the

RollupBar, under ‘ParticleEntity Properties’ find ‘Scale’ and

adjust it as needed.

Snow, above, renders better and may be a good

size visually from the start. You can also try adjusting

‘CountScale’ in the RollupBar, though it may take a few

seconds for changes to appear.

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Bodies of water are easy to set up. To create one,

in the default RollupBar pane click on ‘Area’ and then

‘WaterVolume’. Click multiple times in the viewport to draw

a shape for the volume in plan. On the last point, double-

click to finish the shape.

Right now the volume exists but it does not have a

material set. Just like with a model, set the material to

anything in materials>water>watervolumes. The volume

will now become visible. By default it has a thick fog inside

it and a depth of 10. In the ‘WaterVolume Params’ section

in the RollupBar, play with the fog settings and Depth as

you see fit.

To adjust global haze, we need to use the Time of Day

dialog. Find it on the left:

It may be necessary to activate the advanced

properties. It might be useful to rearrange the tabs to

appear as below, to make it cleaner. On the ‘Tasks’ pane,

click on ‘Toggle Advanced Properties’. Then switch back to

‘Parameters’.

Here, scroll down to the Fog settings. The most

important thing to understand here is that any and all of

these values are animated over the length of a day. This is

shown in the graph field on the left. Click around on a few

of the values. Note how many have different curves plotted

over time (top of the graph) from 0 to 24 hours.

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Basic operation of the graph window is as follows:

middle-click and hold to move, double-click on the line to

add a point, double-click on a point to delete it, click on a

point to select it, press the red ‘X’ immediately above the

graph with a point selected to clear all points but that one,

and click on the two sine graph icons with brackets in the

top right of the graph to zoom to all the points if you get

lost. You can also click and drag the pink line to adjust

time. It is not as precise as it is in the ‘Lighting’ menu under

‘Terrain’ up top, but can be useful to see the effects over

time.

The most basic settings of the fog that you would

want to change are ‘Global density’ and ‘Height (top)’. They

are self-explanatory, but have a significant impact on the

presence of the haze in the level. Also, ‘Color (bottom)’ and

its multiplier are useful to adjust.

If you want to simulate fuzzy shadows as if the sun

was shining through a fog, scroll all the way to the bottom

and set ‘Shadow jittering’ to some high value.

To create local fog volumes, find the ‘FogVolume’

entity under Entity, Render, the same place where the

clouds were. Drop it somewhere and give it a size. By

default the volume is an ellipsoid; to make it a rectangular

volume, change ‘VolumeType’ to 1. Adjust ‘FallOffScale’ and

‘GlobalDensity’ to change the thickness and softness at

the edges to produce the desired look. I have found that

setting ‘HDRDynamic’ to 1 makes it appear more natural in

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response to the sun.

In the next tutorial we will learn terrain editing basics.

8. Editing thE tErrain

In this tutorial we will explore the basics of terrain

painting and layer painting. There are three main areas of

terrain editing: ‘Modify’, ‘Holes’, and ‘Layer Painter’ (and the

separate option of raising or removing the ocean):

These options are under the half pipe tab in the

RollupBar. The first, Modify, is the basic set of brushes

that can rise, lower, smooth, and flatten terrain. Most of

the options are self-explanatory. Play with the settings to

understand the values relative to the unit scale. To switch

from rising to lowering, hold Ctrl. To set a height for ‘Flatten’,

use ‘Pick Height’ at a spot where you want the height to

be. Be careful with using the ‘Enable Noise’ setting: it may

overpower the Rise/Lower switch, making it appear that

you can only raise terrain.

8. edItIng the terraIn

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To add an ocean or change the height of the water,

open the Terrain Editor under ‘Terrain’ in the top bar, and

then ‘Edit Terrain’.

In the new window, under ‘Modify’, take note of two

options near the top: ‘Remove Ocean’ and ‘Set Ocean

Height’. These can come in handy if you want to add an

ocean or raise it, or remove the ocean altogether.

The next option is Holes. This tool allows you to cut

out holes in the terrain.

This is useful when your project cuts into a hill or cliff,

or the ground itself. Adjust the brush to cut out larger holes,

and switch to ‘Remove Hole’ when you want to restore the

terrain.

The last option is Layer Painter.

This option allows you to paint different material layers

on the terrain using any custom color and brightness. To

set the material layers themselves, click on ‘Texture’ on the

left, between Terrain and Time of Day.

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This will bring up the Terrain Texture Layers window.

In this window, all of the template levels already have

layers set up, but we will go through the steps of loading a

material and texture. Both are necessary because at long

distances the terrain layer uses the layer texture and at

close distances it uses the material, to maximize efficiency

and lessen load on the renderer.

Click on ‘Add layer’ on the left. A new layer will appear

appearing as a grey and white checkerboard pattern. You

can double-click on ‘NewLayer’ to rename it. To set a layer

texture, click on ‘Change Layer Texture’ in the lower left. In

the new window, navigate to GameSDK/textures/terrain (it

should also be a default favorite at the top of the window).

Here pick a default texture. Ideally the layer texture should

be a detailed, almost satellite view, approximation of the

terrain as a whole for that material, but in general these

rough default textures will work.

Now, click on the blue ‘Materials/material_terrain_

default’. In the Material Editor, navigate to materials>terrain

and pick something appropriate. With that selected,

go back to Terrain Texture Layers and click on ‘Assign

Material’. Now the layer is ready to be painted.

In the ‘Layer Painter’ mode, try painting. You will note

that by default the color does not really match what you

want, so play with the color picker and the ‘Brightness’

value until the layer looks like what you want. Examine

it at different times of the day. Also, adjust the ‘Altitude’

and ‘Slope(deg.)’ settings to limit painting only on terrain

patches that meet those conditions. When you settle on a

color for a layer (you can change layers in the lowest field),

click on ‘Save Layer’ to assign that Color and Brightness

combination to that layer by default.

There is actually another way to set color, a way to

bypass having to paint the layer (though it only changes

color, so the material still has to be painted somehow, i.

e. painted first as some color and then this other method

is applied), but it is troublesome and is not necessary for

now.

In the next tutorial we will explore interactive elements.

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overvIew of the InteraCtIon tUtorIals

While the first eight tutorials mostly focused on issues

of visualization, the last four focused on interaction and

coaxing presence out of THE GRID. CryEngine offers a

wide range of interactive capabilities, though designing

from an embodied viewpoint was not quite possible. Using

the rudimentary design tools could only be done in the

editor mode, though AI simulation could be run that would

interact with added volumes or volumes that were moved

or stretched.

While within the game mode, agents could be made

to interact with the user if the user moved close to them.

Each time the user enters the game mode the simulation

is different and unique. This presented an interesting

scenario because that meant that not the same model

was experienced from one use to another. Even the same

person on THE GRID on two different occasions would get

a different experience the second time.

Lastly, the interaction extended to environmental

effects, like wind and the sun. The sun could be made to

move at an accelerated pace; this was the setup during the

final review.

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9. InteractIve elements

While CryEngine can have a myriad of interactive

actions and events, due to the limitations of THE GRID

they will not be explored here. Instead, we will only look

at some very basic interactions: boids, parting grass, and

water ripples.

Boids are simple agents that look like birds, insects,

and small animals that move around naturally but run away

when you get close to them.

To place some boids, in the RollupBar under Entity

open up the ‘Boids’ folder and place something from there

anywhere in the viewport. That is all that is needed; the

boid will become active by itself.

In its options, there are only two things of great value,

‘Count’ and ‘EnableFlocking’. They are more or less self-

explanatory.

Flocking lets groups of boids generated by one boid

entity to group together as a flock.

Another interactive element is parting grass. This is

not very spatially interactive but is nevertheless a feature

that adds to immersion. The grass models used by most

of the templates do not do this (except for Island, you can

see this effect there), but if you were to paint vegetation

with one of the default CryEngine grass blade models, they

would move away from you when you walked over them

as if you were pushing them aside.

9. InteraCtIve elements

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The last interactive element that we will cover is water

ripples. This effect happens automatically when you walk

into either a river (like in the River template) or a body of

water, except for the ocean.

Again, there are many more diverse interactive

elements that can be made, like doors, elevators, wheeled

objects, and so on, but learning those represents an

extensive investment into the system and for the purposes

of THE GRID will not be attempted here.

10. Publishing

In this tutorial we will learn about publishing - packaging

the level so that it can be opened in the Launcher program

(the gateway onto THE GRID) so anyone could explore your

model.

The Launcher is located in Bin32 and Bin64 in the main

CryEngine folder, depending on which fits your operating

system. It is called ‘GameSDK.exe’ and exists separate

from the main editor program.

The first and only thing that needs to happen in the

level that contains your model is that you have to add a

spawn point. This is the location where a user will appear

when loading your level to explore your model.

Locate the ‘SpawnPoint’ under ‘Others’ in the Entity

browser in the RollupBar and drag it in to where you want

a user to begin.

10. PUblIshIng

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Note that it looks like a little figure in a box. The box is

very close to six feet in height and a meter square at the

base. The direction the figure is facing is the direction the

user will start in.

The only other step is an option in the file menu. Find

‘Export to Engine’ or hit ‘Ctrl+E’. This will optimize the files

for better loading in the Launcher.

When you load the Launcher, select ‘Levels’ and find

your level. Ignore the templates as they will spawn you

under the ground.

That is it! It is technically possible to strip the entire

CryEngine installation into a portable format, saving only

the files needed for a particular model and level, and then

to setup the Launcher so that it immediately loads the

model, but there is, at the time of writing, no simple way of

doing this. A tool did exist, but it expired.

11. AdvAnced: The designer Tool

The Designer tool is a way within CryEngine to create

simple volumes that are fully colliding and can have

a material applied to them. It may be useful for quickly

blocking out an area.

11. advanCed: the desIgner tool

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The Designer tool can be accessed from the RollupBar:

Before we start placing the entity it is important to

make sure the start point will be where we think it will be.

CryEngine needs to be told to recognize when your mouse

is over terrain or a brush, otherwise it will default to the

world grid, which may be far below your terrain. That is

done by a button on the top bar:

There are two buttons: one with a little arrow running

across a ditch and another with the arrow going over a

ball in the ditch. The first is if you want to start on terrain

and the second is if you want to start also on a brush. The

second is usually the better option.

When you click on ‘Designer’ and mouse over the

viewport, you will note that your mouse cursor changes.

From here you can immediately click and drag to create

the base of a shape, ending when you stop pressing your

mouse, and then move your mouse to set the height.

Under ‘Create Brush Parameters’, the tool can be set

to create a small variety of shapes: Box, Cone, Sphere,

Cylinder, Plane, and a custom extruded Shape. For the

Cone, Sphere, and Cylinder there is a setting for the number

of sides.

For example, if you set it to Cylinder and set the Num

Sides to ‘6’:

And drag a shape in the viewport, you will get

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something like this:

In the next section, ‘Enter Designer’ is a button labeled

‘Edit Mode’. After clicking this you will be taken to a

geometry editing mode that acts on any Designer shape

you have.

Here are various controls; the really only useful one

you would need is Extrude, which functions similarly to

ExtrudeSrf in Rhinoceros - you select a surface and move

your mouse to extrude. Note that the direction of the

extrusion matters, as extrusions into a shape will make

backward-facing sides which will be invisible from one

side and will not be very realistic. You can experiment with

the other tools to see if one does something useful to you.

The other, more useful, function of the Edit Mode is

that you can select vertices and surfaces in the viewport

and, using the movement and rotation controls on the top

bar, move and rotate them to fine tune a shape.

Pressing ‘Esc’ will take you out of Edit Mode.

There are some tools under the ‘Extra Tools’ section,

but they seem to have problems. In general however, you

will do your design modeling in a separate program.

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12. AdvAnced: BAsic Flow GrAph

The Flow Graph is a means within CryEngine of

controlling actions, actors, and events. It is very similar in

style to Grasshopper, if you are familiar with that, or any

other visual coding environment.

The Flow Graph is actually already being

used in each of the templates to remove the HUD

and the player character’s weapon.

To open the Flow Graph, click on the ‘FG’

button on the left. This will open the default Flow

Graph window:

If you are in one of the templates, you can expand

Entities > Defaults > Cloud3 in the file structure on the

left. Clicking on ‘Cloud3’ will load that Flow Graph into the

center pane.

Here you will see four components which are connected:

Game:Start on the left and Inventory:ItemRemoveAll and two

of Debug:ExecuteString. The first component is the event of

the game starting and will execute anything connected to

its output at the start of a simulation. It leads to all three

of the other components. The second component empties

the character’s inventory, removing his gun as he always

has a gun by default. The last two components run two

console commands: hud_hide 1 and godmode 1. The first

command hides the HUD and the second command makes

12. advanCed: basIC flow graPh

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the character impervious to damage caused from large falls

(this is to help testing should you fall out of a window or

something).

You can click and drag each component to reposition

them. To connect a component to another, click and drag

from one arrow on one side of a component to an arrow on

the other side of another component. To break a connection,

click and drag the end of a connection (with the arrowhead)

to an empty spot and let go.

To add a component, right-click in the field and select

‘Add Node’. This will produce a huge list of actions, but the

basic operation is simple.

While the Flow Graph is very powerful within

CryEngine, learning its ins and outs would take a very long

time and for the purposes of THE GRID there are only two

uses that are useful to know.

The first use is controlling the rate of the sun and time-

based changes as set in the Time of Day window.

Navigate to ‘Game’ and then click on ‘Start’. That will

add a Game:Start node where you clicked. This is always

needed if you want something to happen at the start of the

game, or to be always true.

Now, add a Time:TimeofDay component. Connect

the output of Game:Start to SetSpeed of Time:TimeofDay.

This means that once the game starts the speed control

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of that second component will be activated. That second

component is used to set the time of day and the speed

of the day. To change the speed, either double-click on

‘Speed=1’ or click on the component and on the right

change the number next to Speed. That is it for this Flow

Graph; once you start a simulation the sun will move faster

or slower depending on how you set it. You can also use

this component to set the time of day to a specific value

(just also set the output of Game:Start to SetTime in this

component).

The second use is a basic AI setup. The CFA template

has more advanced AI using the Flow Graph, but explaining

that will be too complex for these tutorials. You are

welcome, however, to examine the Flow Graphs in that

template.

A basic AI setup involves adding a navigation area

where AI will operate, adding a character and a location for

him to move to within that area, adding both as components

in the Flow Graph, emptying his inventory so he’s less

violent (though he will still pretend that he is carrying a gun)

and pacifying him, and telling him to move to that location.

The template Flow Graphs are attached to a cloud in

each template but for this setup we will be more general

and use a FlowgraphEntity, which is just a container for the

AI Flow Graph that we will make. In general, Flow Graphs

need to be attached to something in a level for them to save

with the level.

So, from the RollupBar drag a ‘Human’ entity under AI

> Characters and a ‘FlowgraphEntity’ under Default into the

viewport from the Entity section.

Also, drag a ‘TagPoint’ from the ‘AI’ section. Still in that

section, click on ‘NavigationArea’ and click in the viewport

to draw a shape. Make sure helpers are turned on to see

it (Shift+Space).

Select the NavigationArea and in its RollupBar options

check ‘MediumSizedcharacters’. This is important as it will

tell CryEngine to build a navigation mesh for people-sized

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AI (as opposed to vehicles).

Now, click on the FlowgraphEntity and scroll in the

RollupBar until you reach the Flow Graph section. There,

click on ‘Create’.

In the new window, hit ‘New...’ and type in a name

for a group. This name does not matter as long as you

can recognize it. Hit ‘OK’. This will bring up the Flow Graph

window. You will see on the left that there is a new entry

under Entities > [your group name].

Now go back to the viewport. Click on your TagPoint

and in the Flow Graph field right-click and select ‘Add

Selected Entity’. Also right-click and add the AI:GoTo and

Game:Start nodes. In the viewport, select the Human and

in the Flow Graph field right-click on ‘Choose Entity’ in the

first node and select ‘Assign selected entity’.

The only connections you have to make are the

output of Game:Start to Sync of AI:GoTo and the pos of

entity:TagPoint to the pos of AI:GoTo.

That’s it for this setup. To test it within the viewport

you can click on ‘AI/Physics’ to run a simulation of the AI

within the viewport or test it as usual.

The AI will operate as expected if you test in the

viewport, but if you test in game then the character will

react in a hostile manner towards you and try to shoot you.

This is not very useful for THE GRID so we have to

placate him.

The way to do that is to change his faction (factions

are groups of AI that reach in ways to each other) and

empty his inventory (take away his weapon).

Click on the Human and in the RollupBar scroll down

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until you reach the ‘Entity Properties’ section.

There are only two thing to change here, EquipmentPack

and Faction. Click twice on the ‘Grunts’ and set it to

‘Civilians’, as below.

Now, click on ‘Player_Default’ right above it and then

on the ‘...’ on its right. In the new window, the only thing

you need to change is the top left dropdown, where you

need to change it to ‘Empty.’

Then click ‘OK’. You will need to do this for every new

Human you add, or just copy them as needed.

That is it for some basic AI. You can try experimenting

with moving the TagPoint and having the characters try to

follow it to get to it, or create spatial challenges for the

characters to attempt to maneuver.

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Several basic templates were also developed for work

on THE GRID that were referenced in the tutorials. The idea

was that a user learning THE GRID would try their models

in the templates first before figuring out how to create an

environment from scratch. The templates, of course, could

also themselves serve as usable environments, however a

full project would have a real world context that would need

to be accounted for.

The five templates are: Clean Slate, Island, River,

Road, and Trees and Hills. Each one focuses on one basic

condition that a project may fall into. They use a variety

of CryEngine features and are bare enough to inspire

modification or expansion. These templates start with hints

of experience that can grow with the user’s interaction, and

then direct the user’s imagination.

Clean Slate covers any project that does not, or does

not yet, have a context. It’s basic features are a lack of

features and clouds in the sky. The ground is perfectly flat

for several kilometers, covered only in sparse grass.

Island is a medium sized patch of land in a large

the temPlates

Fig. 5.2 Each of the templates with their main features.

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ocean. It is covered in trees that react to wind. The island

itself is a mixture of flat and hilly areas, with the trees

changing density throughout.

River is a modification of Clean Slate because it adds

a moving river, trees, and haze. The wind affects the trees

and the water - objects in the water move with the current.

The haze adds an atmospheric effect and reacts with the

sun.

Road is a simpler modification of Clean Slate. It adds a

long and winding road with two rusty cars by the side. The

road is a tool in CryEngine that can be drawn in any shape

the user wants with any texture, and it sticks to the terrain.

Lastly, Trees and Hills is a hilly plain with trees. Much

like Island, it features a combination of hills and flat areas.

It heavily features trees and their interaction with the sun

and wind.

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b e I n g o n t h e g r I d

The fundamental and irrevocable problem with

designing a tool is finding the user for the tool. It is

impossible for the creator of the tool to design the tool to

his or her own metrics and still have the tool register with

other users. It is not the same as it is with designing a

building - in a building subjective decisions are balanced

against a wealth of experience in what works and what

does not. With a tool, one must remain objective to facilitate

the greatest possible audience and user base for the tool

as well as allowing a certain amount of flexibility for the

tool so that it can be diversified and built upon.

With THE GRID, the visualization software will only

be used in the way the users see fit for whatever projects

they use it for. The only way to understand the potential use

is to have users actually use THE GRID and reflect on their

usage. That way the full meta-pipeline of creator-tool-user-

creator-tool will become visible and the even greater thesis

framework will become apparent. For the determination of

the argument depends on the identification of the words

and the structure binding them together. THE GRID is the

words and the structure is the way it used and the way its

dIffICUltIes of the tool

Fig. 6.1 Invitation to get on THE GRID.

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use is analyzed.

[][][][][][][][][][]

As the users interacted with THE GRID, I compiled and

documented their interactions. The aim was to determine

if a set of users with varied experience with digital

visualization can gain any benefit from using the tools

of THE GRID and if an impact on the greater architectural

practice can be predicted. If the users find that THE GRID is

only another tool and do not understand how it can supplant

static renders as an experiential prototype, that will tell me

that THE GRID is not yet ready to be used as a design or

as a presentation tool. If they do find that THE GRID adds to

their design process, that will tell me that THE GRID is an

element of the design process that is missing and that can

positively impact the communication that architects and

spatial designers can have with their clients. Of course,

both paths are subjective assessments that I will make as

judgments on my thesis work.

Fig. 6.2 THE GRID is developed only through the addition and accumulation of many separate experiences.

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While the users were to go through the design

challenges I planned to perform a parallel series of

developments using THE GRID to revisit my last complete

studio project, the Systems Integration studio, and use THE

GRID to see if a different design emerges because of the

altered viewpoint. That project was a large office building

in the Strip District.

This exploration would have involved me resurrecting

the project files from my archives. I would have used

renders and analysis I had done during the time of the

studio as a control condition. Comparing my use of THE

GRID with this project directly by these means would have

allowed me to see the impact of THE GRID. One caveat is

that THE GRID is inherently real time, so it would have be

en difficult to compare a moving experience to a static one.

However, as the design challenges were developed

this separate exploration was dropped in favor of acquiring

external feedback on THE GRID. Only some Octane renders

were done.

sPrIng 2013 ProjeCt

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1 3 0Fig. 6.3 Octane renders of the project. At the time of the studio, Vray and Rhinoceros 4 were not able to render any single image because the geometric detail was too high. Each of these renders was under two minutes.

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Each of the users performed a series of short design

challenges using the developed tutorials as a guide as to

how to use THE GRID. Each design challenge used a part

of THE GRID and related it to a style of rendering that was

previously only done via a Rhinoceros -Vray-Photoshop/

Illustrator pipeline. In actuality the users did not follow

the challenges to the letter and used THE GRID in a more

flexible manner. After performing each design challenge,

each user reflected in an online questionnaire on their

experience.

Each of the challenges is reproduced on the facing

page. The challenges were broken down into three key

experiential aspects: the vantage point, temporality, and

activity, respectively titled MOVE, SHIFT, and IMPEL, with

the titles increasingly focusing on a kind of movement that

is implied in THE GRID’s experience. Each challenge was

further broken down into ‘what’, ‘why’ and ‘how’ sections

to facilitate understanding and learning.

The challenges were available as printouts during

testing for the students to peruse.

the desIgn Challenges

Fig. 6.4 Diagrams showing simplified potential results of the challenges. The top shows how a user can place models into a context and navigate around them. The middle shows the same model with searons and time changes. The bottom shows

users interacting with the model.

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The testers were provided with a relatively detailed

model of the CFA studio space to perform their challenges

and explorations in. The model was complete with tables,

chairs, computer banks, trash cans, and wood trim. It was

bounded on all sides - the doors were flat, blocked, regions

and the windows were impenetrable.

Since the users accessed the model directly from

CryEngine, they could perform some of the actions the

tutorials detailed, such as controlling the sun and lighting

and placing objects in the space.

Another aspect was the hardware - the School

of Architecture provided a computer station for use of

THE GRID. This made it much easier to get students to

participate because they now no longer had to provide

a computer to use for THE GRID. It also leveled out the

hardware component because everyone used the same

machine. The machine itself, however, was not very good

but THE GRID was still able to run fairly well thanks to the

flexibility of CryEngine.

Following are analyses of the user interactions.

User InteraCtIons

Fig. 6.5 Analyzing the recordings involved retracing the steps of the users, taking into account time and the duration of events, and generally an interplay of factors that are not easily extracted just by looking.

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1 3 4Fig. 6.6 A comparison of the hardware the school provided, left, and my own desktop setup, right, both running THE GRID in the studio model. My desktop used the new graphics card that I purchased to use for this thesis, but even overall it was a better set of computer hardware. The major advantage the school computer had was that it was in studio and thus accessible to the students, while my desktop would have had to be lugged over every time it was needed.

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The first category of interaction centered around the

user’s cognition. The most important part about seeing on

THE GRID is that it allows for the user to gather data and

gives the user visual cues by which they could respond

to their interaction on THE GRID. This data gathering,

cognition, extends beyond that normally provided by a

static image. In a static image, the general position of the

user is determined through hints: the size of a door, or

the closeness of a wall. On THE GRID, the data gathering

extends towards a displaced proximity, objects that are

nearby but outside the view,solar and environmental

adjustment, and collision in general.

The visual cues that the user sees allow the user

to move and interact. They are the most basic clues

that THE GRID provides - they connect one viewpoint to

another and are needed to make the experience coherent.

The closeness of an object or a distant feature becomes

important when the user is able to move, but reacting

to that cue informs the motion itself. Likewise, objects

disappearing and reappearing give weight to one particular

view over another. As things change, the totality of the

experience is compared to any one position. The user

learns to favor viewpoints.

Fig. 6.7 Examples of user interaction related to responding to visual cues.

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1 3 6Fig. 6.8 Frame strip of a continued experience on THE GRID. Here the user navigates through the space, but is sometimes impeded by objects and spatial features.

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A deeper level of interaction comes when the user

realizes they are in the space. With this realization comes

a sense of responsibility for the user’s motion and actions.

A sense of the height, the thickness and the mass of the

user sets in. Also, while in motion, the user realizes their

momentum and recognizes that they will take up space in

the area in front of where they are when they move into

it. This becomes extended into a knowledge of the space

where the user falls into learned paths of motion. Motion

becomes emotion. In that way, experience becomes stored

in the model.

Since experience is always personal, this storage

takes a piece of the user and the user leaves that bit

in the model. They become invested - their interaction

becomes precious. This type of caring is both beneficial

and detrimental. Beneficially, it lets the user get used to

the model and find favorite areas, as well as determine

what needs revision based more on the experiences they

have had than the experience they have at that moment.

Detrimentally, they lose sight of the design process and

want to avoid drastic changes to the model.

Fig. 6.9 Examples of user interaction related to attachment to the model.

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1 3 8Fig. 6.10 Frame strip of a continued experience on THE GRID. Here the user makes changes to the model which influence the position of the user, producing desirable and undesirable conditions.

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To fully allow the experience and the design process

to take full advantage of THE GRID, the creativity of the

user has to be limited. With a CAD viewport, there is too

much to be developed and thought of - the mind does not

know what to focus on, or how to tell what needs creativity

or imagination and what does not. With a static render,

the experience is stifling and constrained - too much has

been taken away from the control of the user, too much is

already defined.

THE GRID strikes a balance between the unresolved

creativity of a CAD viewport and the constraint of a static

render. The focus of the experience is neither on the

geometric and analytical qualities nor on the visual and

photorealism. The experience is partly generated by the

user, partly the result of choices made in the design, but

it is from those choices that the experience develops. By

selecting a narrow aspect of the project’s experience, and

then letting the user control the exposure, creativity is

allowed to grow.

[][][][][][][][][][]

The user experiences, even though limited in hardware,

allowed me to truly see how users responded to THE GRID.

From there, I was able to make my final argument.

Fig. 6.11 Examples of user interaction related to imagination in the model.

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1 4 0Fig. 6.12 Frame strip of a continued experience on THE GRID. Here the user experiences limitations within the model, but those limitations allow for imagination, though the amplification of the rest of the model.

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1 4 3 Fig. 7.1 The immersion of THE GRID.

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Table of Contents 144

Conclusion 145

The Final Review 145

Looking Beyond THE GRID 151

Appendix 155

Sources 155

Terms 164

Part three - table of Contents

t h e f U t U r e o f t h e g r I d

1 4 4

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The final review took place in the Miller Gallery in

the Purnell Center for the Arts on the campus of Carnegie

Mellon University. This was the first time, as far as I knew,

that the School of Architecture had hosted the thesis

presentations either in a gallery in general or in a gallery

on campus. The scale and the responsibility represented

in the choice of venue meant that the presentation for THE

GRID could be no simple plot and model setup.

It was agreed between me and my advisors to frame

the presentation as a series of layers. The layers were

both the position of THE GRID in architectural practice and

its position within the study of sight and representation.

They were as follows, from out to in:

VISION – How it looks like. This is the outermost layer

of perception, the initial acquisition of visual data by the

user and their eyes. This is when the user answers “what

it is” without yet understanding any meaning or purpose.

DISCERNMENT – What it means. Once the user

recognizes what it is they are looking at, they can delve

deeper and understand the meaning of what they are

the fInal revIew

C o n C l U s I o n

Fig. 7.2 The initial mock-up of the presentation in the smaller 3rd floor space.

Fig. 7.3 The updated design reflecting the new location.

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looking at. This requires a certain amount of involvement

on the part of the user; the designer invests in the design.

AGENCY – Influence and the imagination of the

designer. At this stage the user gains control of the

underlying forces which shape the meaning of the visible.

This is the unpredictable control imparted upon the design

by the designer.

PRESENCE – The designer in the design, his or her

projection of will. This is the thinking and the internal motion

of the designer as it exists and persists in the design. A

user can only reach this level if the design is fully realized

and fully draws the user in.

Those were external layers - each one also

corresponded to an internal layer: in respective sequence:

COGNITION, EMOTION, IMAGINATION, and DASEIN. The

three outermost layers were on plots, while the PRESENCE/

DASEIN layer was THE GRID itself - an interactive station

that anyone could use.

The plots were mounted on boards that I constructed

prior to the presentation. The internal layers were all on

one large board while the external counterparts were on

separate overlapping boards, forcing the user to change

their position to experience them all. They also had

Fig. 7.4 Photos of the development process. The top two on the left show the initial assembly in the CFA building and the Miller Gallery, the top right photo shows two boards assembled in the Miller Gallery, and the bottom photo shows all of the boards assembled but without the plots or bumpouts, or the projection and computer.

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bumpouts for each diagram - cardboard extrusions that

enhanced their three-dimensionality.

The presentation days were Friday, April 25th, where

there was an opening reception during which the public and

other students could view all of the projects, and Saturday

and Sunday the 26th and 27th, during which each thesis

student got an hour to present. I went on Sunday.

The presentation changed between Friday and the

weekend. On Friday, there was a monitor set up where

videos played demonstrating the power of THE GRID. On

the wall next to the external plots was a plot summarizing

the point of THE GRID. For the weekend, the monitor went

away and the summary plot replaced it. Due to the layout

of the space, during the opening reception seeing the

monitor as people entered the gallery drew them in, while

over the weekend the core argument of the thesis was

more important so the summary plot became the first thing

to draw people in.

Also, a camera was set up in the corner to record

various interactions of users with THE GRID. It was also

used to record THE GRID breaking down on Sunday

afternoon.

[][][][][][][][][][]

Fig. 7.5 The presentation setup on Friday, during the opening reception.

Fig. 7.6 Details of the presentation setup. The left shows the interactive station, with mouse and keyboard and instructions for use. Behind it is my computer, using the new graphics card I purchased for use with the thesis, with speakers. On the right is a poster summarizing the point of the thesis, which moved places between Friday

and the weekend.

Fig. 7.7 QR code for a short video showing people interacting with THE GRID on Friday.

Fig. 7.8 QR code for a video comparing Vray to THE GRID that was shown on Friday.

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The main points from the review were:

•EMBODIMENT - the role of the body in forming ideas.

This approach was brought up as an interesting angle

on my thesis, though due to the technical aspects of my

thesis I never had the chance to explore it, though the

idea of presence and dasein, and immersion in general

approach the concept of embodiment in a roundabout

manner. It was always important during work on my thesis

that the light be shined on the body in the render - that the

designer is not just a disembodied eyeball floating around,

rotating the model or design or building indiscriminately

and omnipotently. It was poignant when, discussing my

thesis with a colleague the lack of the orbit rotation from

Rhinoceros was brought up - on THE GRID, the user moves,

not the model, and this kind of motion, where your position

matters, is natural and real. An orbit mode is unnatural and

even impossible.

•GAMIST - the idea of being gamist was brought up.

This was an odd point that I thought had already been

cleared up, but a new audience at the review brought new

viewpoints. Gamist in this sense means being biased

against video games or their technology without truly

comprehending the possibilities emerging within the video

game engines available today. Efforts like THE GRID, which

Fig. 7.9 Photos of the presentation boards. On top is the left board, which was mental/internal and thus flat. On bottom were the three physical/external boards, which were 3D and changed in space. The two left ones could only be seen if the observer moved.

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place video game engines in the context and practical use

of professional practice, should influence gamist attitudes,

teaching by showing that this technology has power and

potential.

•REPRESENTATION AND THE THING - this point pierces

to the core of THE GRID. There is a fine line between the

way something is seen, and the thing itself. What THE GRID

does is it gives meaning to digital models, but at every step

it knows that the digital model is itself a representation,

a representation of a real building not yet built. Therefore

there is a responsibility on the user to realize that they are

not designing the representation using a thing (the digital

model) but using a representation - with user interactions

on THE GRID having an impact, like the ability to knock over

a trashcan or the inability to walk through walls or chairs,

users could always remain present while being distant,

and design the thing directly.

•BEHAVIOR SETTING - the last major point was that,

by using a model of the studio space, I was creating a

model of behavior, as there were people in the audience

who recognized the space and people who did not. There

was a behavioral connection with the first group that made

them feel responsible - and this responsibility thus could be

measured, and algorithmic behavior modeled in response.

Fig. 7.10 Photos of the presentation setup over the weekend. Note how the TV was removed and the summary plot was moved in its place. THE GRID was still fully interactive.

Fig. 7.11 Photo of a sunrise on THE GRID. The lights in the space are turned down, THE GRID takes center stage.

Fig. 7.12 QR code for a time-lapse of the presentation being broken down.

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Fig. 7.13 Photos of the rest of the presentation. There were thirteen other students, with projects and ideas ranging the spectrum of architectural practice and theory.

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The final review was generally very positive and I was

surprised by how readily people understood THE GRID

once they took the step to inquire. However the review

only presented a reduced version of THE GRID, because

it was only what I could, as a student of architecture at

Carnegie Mellon University, achieve with the means and

funding available to me. The true GRID, the GRID when it

is no longer a GRID, would need to go beyond the realm

of possibility in three categories: the frame, the interface,

and the process.

MAXIMIZATION OF THE DIGITAL FRAME - One of the

fundamental problems and inefficiencies with THE GRID

that I worked with and presented was that it was ultimately

a digital display composed of discrete pixels that could be

counted and amounted roughly to a 1.3 megapixel image.

An average photo has between 4 and 38 megapixels, and

naturally a physical painting or drawing has practically

infinite resolution, though one can argue the resolution

depends on the thickness of the brush fibers or pencil tip.

The magnitude of discrepancy - the average photo is more

than twice as dense resolution-wise - is shown with THE

lookIng beyond the grId

Fig. 7.14 Pixels of THE GRID.

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GRID when even a few feet away from the screen, which,

from the interactive station took up about half of the view

of the user, it becomes highly pixelated and breaks its

illusion.

A digital monitor would have the same problem since

the user would constantly attempt to try to get close to

the screen, or otherwise the screen would attempt to get

close to the user - the more of the view THE GRID takes

up, the more immersive it becomes. Pushing the resolution

to a level such that the pixels never become discernable

would be a challenge: the eye has about 576 megapixels

of resolution with a small focus point where the eye sees

about 7 megapixels. Very high resolutions are possible

with CryEngine, as it is possible to tell the engine to render

at over 26 megapixels. However, with more pixels comes

more load on processing power, and the more needs to be

rendered the stronger a graphics card is required for a real

time view.

EMERGING INTERFACES - A key direction THE GRID did

not take was advanced interfaces - either motion tracking

or tactile joysticks, both with a virtual reality headset. THE

GRID as it was presented relied on a keyboard and mouse,

both because they were the only interfaces available and

because the typical design firm would be sure to have Fig. 7.15 Section of a 7680 x 4320 output resolution shot from CryEngine.

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them. The true GRID, however, would involve the user

being unbound from a computer station and would connect

the motion of their body with the motion of their user on

THE GRID. That means a motion of an arm in real life would

move their arm on THE GRID. A pulling motion would create

form on THE GRID, a pointing motion would draw curves,

and so on.

While the body is being directly connected to the

design control, the eyes are presented with a fully

immersive 3D display within a virtual reality headset. This

headset would have a high-resolution image over each

eye, simulating binocular vision. If the system is haptic

enough, the user would eliminate the technological middle

man and experience the design with true embodiment - the

body and the eyes would see the design directly as if it

was real life.

Such technology, like the very high resolition, is

currently possible but not yet reachable. Headsets are in

development by Oculus Rift and Sony that can seamlessly

integrate with other interfaces, as long as the renderer can

output two images a few inches apart. It is awareness

of technology just like this that THE GRID as a thesis

attempted to generate among rising architects.

RENDERING PRECEDES DESIGN - The last and far

Fig. 7.16 Snapshot of a video Untold Games released of their in-development game Loading Human, modeled on Unreal Engine 4. This game is designed from the ground up to be used with a VR headset and motion joysticks. While the technology still limits the user to a seated position, it is not a great leap of thought to imagine it tracking fully body motion in a large open space, such as an aircraft hangar or an open field.

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reaching aspect of THE GRID was truly applying it to

design. What happens when an architect and a client

use THE GRID from beginning to end, becoming used to

a photorealistic representation (is it representation at that

point, if it is all they see?) and then experiencing the thing

in real life? Does it become disappointing, because it is no

longer perfect, or because it ages, or because habitation

and cognitive offloading give meaning to it that could not be

transferred on THE GRID?

This would represent a fundamental shift in design

process - the rendering would now precede design, as

knowing what it looks like would be more important than

knowing what it is. That means the design would always

have to be seen before it is thought of, a process that is

even more creative than that of dream, where the sight and

the thought are simultaneous. With the need for an image,

or imagery in general, to exist first, the creative force would

accelerate unimaginably. Combined with the previous

categories, design would almost literally spring from the

fingertips of the designer, fully and imprecicely resolved

before it actually exists.

The real would cease to exist. Time will only tell what

will remain...or will time itself be gone? The future is bright,

and the dawn comes. See you beyond THE GRID.

Fig. 7.17 THE GRID would completely upset architect-client-contractor dynamics. Each sector would have their own idea, their own developed experience, of the reality represented by THE GRID.

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BOOKS AND RESEARCH REPORTS

Darley, Andrew. Visual Digital Culture: Surface Play and Spectacle in New Media Genres. London ; New York: Routledge, 2000.

Dieter Hildebrandt, Jan Klimke, Benjamin Hagedorn, and Jürgen Döllner. 2011. Service-oriented interactive 3D visualization of

massive 3D city models on thin clients. In Proceedings of the 2nd International Conference on Computing for Geospatial Research

& Applications (COM.Geo ‘11). ACM, New York, NY, USA, , Article 6 , 1 pages. DOI=10.1145/1999320.1999326 http://doi.acm.

org/10.1145/1999320.1999326

Emiliyan Petkov. 2010. One approach for creation of images and video for a multiview autostereoscopic 3D display. In Proceedings

of the 11th International Conference on Computer Systems and Technologies and Workshop for PhD Students in Computing on

International Conference on Computer Systems and Technologies (CompSysTech ‘10), Boris Rachev and Angel Smrikarov (Eds.). ACM,

New York, NY, USA, 317-322. DOI=10.1145/1839379.1839435 http://doi.acm.org/10.1145/1839379.1839435

Heiko Friedrich, Johannes Günther, Andreas Dietrich, Michael Scherbaum, Hans-Peter Seidel, and Philipp Slusallek. 2006.

Exploring the use of ray tracing for future games. In Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames (Sandbox

‘06). ACM, New York, NY, USA, 41-50. DOI=10.1145/1183316.1183323 http://doi.acm.org/10.1145/1183316.1183323

Jongeun Cha, Mohamad Eid, and Abdulmotaleb El Saddik. 2009. Touchable 3D video system. ACM Trans. Multimedia Comput.

Commun. Appl. 5, 4, Article 29 (November 2009), 25 pages. DOI=10.1145/1596990.1596993 http://doi.acm.org/10.1145/1596990.1596993

Lewis, Rick. Generating Three-dimensional Building Models From Two-dimensional Architectural Plans. Berkeley, Calif.: University

of California, Berkeley, Computer Science Division, 1996.

so u R C e s

a P P e n D I x

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Luc Leblanc, Jocelyn Houle, and Pierre Poulin. 2011. Component-based modeling of complete buildings. In Proceedings of Graphics

Interface 2011 (GI ‘11). Canadian Human-Computer Communications Society, School of Computer Science, University of Waterloo,

Waterloo, Ontario, Canada, 87-94.

Mitrovic, Branko. Visuality for Architects: Architectural Creativity and Modern Theories of Perception and Imagination. University

of Virginia Press, 2013.

Rhyne, Theresa-Marie. “Computer Games and Scientific Visualization.” Association for Computing Machinery. Communications

of the ACM 45.7 (2002): 40-4. ProQuest. Web. 24 Sep. 2013.

Robina E. Hetherington and John P. Scott. 2004. Adding a fourth dimension to three dimensional virtual spaces. In Proceedings of

the ninth international conference on 3D Web technology (Web3D ‘04). ACM, New York, NY, USA, 163-172. DOI=10.1145/985040.985064

http://doi.acm.org/10.1145/985040.985064

YOUTUBE AND VIMEO

alvaroignc. (2010, March 17). Zumthor’s Thermae of Stone in Source SDK part 5: Props. [Video File]. Retrieved from http://www.

youtube.com/watch?v=hh4nGEAKm4s - Zumthor’s Therme Vals rendered in Source.

Archimmersion. (2010, June 25). UDK - Family House in Realtime 3D [Video File]. Retrieved from http://www.youtube.com/

watch?v=AV802r_Pr0k&feature=youtu.be - More UDK - again, note the cheap quality.

Autodesk. (2011, April 12). Autodesk Showcase 2012 for Architectural, Construction, and Engineering Users - YouTube [Video File].

Retrieved from http://www.youtube.com/watch?v=ioP0CVRJvUI#t=17 - This is for reference - this is a very bad implementation of the subject of my thesis as it provides no presence, no true interactivity and is not at all designed for the user.

bigkif. (2007, November 17). Ivan Sutherland : Sketchpad Demo (1/2) [Video file]. Retrieved from http://www.youtube.com/

watch?v=USyoT_Ha_bA

bigkif. (2007, November 17). Ivan Sutherland : Sketchpad Demo (2/2) [Video file]. Retrieved from http://www.youtube.com/

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watch?v=BKM3CmRqK2o - Ivan Sutherland’s 1963 Sketchpad thesis, archival footage.

EliteGamer. (2012, November 28). Luminous Engine - Live Edit Tech Demo “Agni’s Philosophy” [Video file]. Retrieved from http://

www.youtube.com/watch?v=eHSGBh1z474 -Luminous Engine tech demo.

GameNewsOfficial. (2013, March 29). Metal Gear Solid 5 Fox Engine Tech Demo [Video file]. Retrieved from http://www.youtube.

com/watch?v=_18nXt_WMF4 -Fox Engine tech demo.

gametrailers. (2012, June 7). Unreal Engine 4 - GT.TV Exclusive Development Walkthrough [Video file]. Retrieved from http://www.

youtube.com/watch?v=MOvfn1p92_8 -Unreal 4 tech demo.

Hammack, David. [hammack710]. (2013 January 3). Unity 3D Simulation Project [Video File]. Retrieved from https://www.youtube.

com/watch?v=EEA5_he3pRk - A demo of Unity3D , looks very cheap and old.

HD, RajmanGaming. (2013, August 21). CryEngine Next Gen (PS4/Xbox One) Tech Demo [1080p] TRUE-HD QUALITY [Video file].

Retrieved from http://www.youtube.com/watch?v=4qGK5lUyCwI -CryEngine demo reel.

Inc, Marketing Department Ideate. (2013, February 26). Autodesk Showcase 3D Visualization Software [Video file]. Retrieved from

http://www.youtube.com/watch?v=IvBL2kX6CME -Autodesk Showcase video.

lxiguis. (2012, August 28). Real time Architectural Visualization - After Image Studios [Video File]. Retrieved from http://www.

youtube.com/watch?v=HPtQyBDpatg&feature=youtu.be - UDK demonstration. It is not that great and a little old, but is a capable engine.

Lapere, Samuel. [SuperGastrocnemius]. (2012, April 6). Real-time photorealistic GPU path tracing: Streets of Asia [Video File].

Retrieved from http://www.youtube.com/watch?v=gZlCWLbwC-0

Lapere, Samuel. [SuperGastrocnemius]. (2013, August 13). Real-time path tracing: 4968 dancing dudes on Stanford bunny [Video

File]. Retrieved from http://www.youtube.com/watch?v=huvbQuQnlq8

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Lapere, Samuel. [SuperGastrocnemius]. (2012, May 29). Real-time photorealistic GPU path tracing at 720p: street scene [Video

File]. Retrieved from http://www.youtube.com/watch?v=evfXAUm8D6k -GPU path trace method demonstrations. This is a highly realistic rendering method, short of the grainy appearance.

Lumion3D. (2010, November 1). Architectural visualization: Lumion 3D software is easy to use [Video file]. Retrieved from http://

www.youtube.com/watch?v=uoLV8QIm02M -Demonstration of Lumion 3D.

Naing, Yan. [MegaMedia9]. (2013, May 31). Realtime 3D Architectural Visualization With Game Engines [Video file]. Retrieved from

http://www.youtube.com/watch?v=uXzy3V3N2uw -CryEngine3 demonstration in a sandbox environment.

Skiz076. (2012, January 3). FallingWater in Realtime 3d (UDK) [Video File]. Retrieved from http://www.youtube.com/

watch?v=QdF4rvw64rg - A model of Fallingwater in UDK.

spacexchannel. (2013, September 5). The Future of Design [Video File]. Retrieved from http://www.youtube.com/watch?v=xNqs_S-

zEBY#t=134 - Video showcasing tactile hardware interaction. This is the future, but we are not then yet.

Storus, Matt. (2011, February 9). Video Game Engine Architectural Visualization Test [Video File]. Retrieved from http://vimeo.

com/19774547 -Another CryEngine3 demonstration.

T.V., Arocena. [arocenaTM]. (2011, February 17). Presenting Architecture through Video Game Engine [Video File]. Retrieved from

http://www.youtube.com/watch?v=S8HUj85Cq1s - Demo by Max Arocena with CryEngine showing interactive lighting.

Timeshroom. (2013, July 30). Architectural Visualisation - Oculus Rift Demo [Video file]. Retrieved from http://www.youtube.com/

watch?v=gaFZH8Z70vk -Oculus RIFT demo showing the views provided by the headset. Note how they are slightly offset, this would produce the illusion of 3D.

Visual, Real. [RealVisual3D]. (2012, October 23). iPad 4th Generation: Unity 3d Realtime Architectural Visualisation [Video file].

Retrieved from http://www.youtube.com/watch?v=n6eb4KB2k2U -iPad demonstration of Unity3D and how it is cross platform.

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ARTICLES

(2014, May 8). Answering the Unanswerable: What is the Resolution of the Human Eye?. Peta Pixel. Retrieved from http://

petapixel.com/2014/03/12/answering-unanswerable-whats-resolution-human-eye/ -Discussion on the resolution of a human eye.

(2013, August 20). Arch Virtual releases architectural visualization application built with Unity3D game engine, including Oculus

Rift compatibility. Arch Virtual. Retrieved from http://archvirtual.com/2013/08/20/arch-virtual-releases-architectural-visualization-

application-built-with-unity3d-game-engine-including-oculus-rift-compatibility/ -Arch Virtual’s interactive app.

(2013, August 20). Arch Virtual. Retrieved from http://www.archvirtual.com/Panoptic/2013-08-19-arch-virtual-panoptic.html - Premade realtime visualization demo by Arch Virtual. It is interactive within a web browser. This is a very good example of the subject of my thesis.

(2013, June 3). Arch Virtual. Retrieved from http://archvirtual.com/2013/06/03/tutorial-ebook-now-available-unity3d-and-

architectural-visualization-1-week-preview-edition-discount/ - Arch Virtual’s ebooklet on architectural visualization in Unity3D.

(2014, May 8). Crysis 8K resolution hack offers a peek at the next decade of gaming. Engadget. Retrieved from http://www.

engadget.com/2014/05/06/crysis-8k-resolution-hack/ -Article about the CryEngine modification that allows it to render large resolution images.

Elkins, James. (2010, November 6). How Long Does it Take To Look at a Painting? Huffpost Arts & Culture. Retrieved from http://

www.huffingtonpost.com/james-elkins/how-long-does-it-take-to-_b_779946.html - Article showing how Mona Lisa visitors spend 15 seconds looking at it.

(2014, May 8). How many megapixels do you need?. Connect. Retrieved from http://connect.dpreview.com/post/1313669123/

how-many-megapixels -Discussion of the photo resolutions of various phones.

Hudson-Smith, Andrew. digital urban. Retrieved September 2, 2013, from http://www.digitalurban.org/ (deprecated page: http://

www.digitalurban.blogspot.com/) - Blogging platform that publishes research about connecting digital modeling and the real world with an emphasis on the profession of architecture.

(2014, May 8). Hyperrealistic virtual reality adventure Loading Human headed to Oculus Rift and Project Morpheus.

Engadget. Retrieved from http://www.engadget.com/2014/05/07/loading-human-rift-morpheus/?utm_campaign=socialflow&utm_

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source=fb&utm_medium=fb -Article that mentions the game developed specifically for a VR headset, with footage.

Jobson, Christopher. (2013 September 22). Full Turn: 3D Light Sculptures Created from Rotating Flat Screen Monitors at High

Speed. Colossal. Retrieved from http://www.thisiscolossal.com/2013/09/full-turn-light-sculpture/?src=footer - A project using alternate projection - this is useful because hardware exploration is part of my thesis, though here the technology is very artsy.

Kasperg. “Kaufmann House.” The Whole Half-Life. 1/23/2006, Retrieved September 2, 2013, from http://twhl.info/vault.

php?map=3657 -Website of the Fallingwater digital recreation. This establishes a kind of benchmark for the possibilities of the area.

Putt, K. Crysis 3 - Alternative. 2014. https://secure.flickr.com/photos/k_putt/13974809675/in/set-72157644191959442/. -Flickr image of CryEngine outputting to a very high resolution.

Russo, Luigi. Architectural Visualization. Unreal Engine. Retrieved September 3, 2013, from http://www.unrealengine.com/

showcase/visualization/architectural_visualization_1/ - Website of a project done in UDK. This is in place to be licensed (educational use included).

simulation. (n.d.) Random House Kernerman Webster’s College Dictionary. (2010). Retrieved October 20, 2013, from http://www.

thefreedictionary.com/simulation - Definition of simulation.

Varney, Allen. “London in Oblivion.” The Escapist. 7/8/2007, Retrieved September 2, 2013, from http://www.escapistmagazine.

com/articles/view/issues/issue_109/1331-London-in-Oblivion - Article that mentions several attempts to visualize architectural work in video game engines. This could be a good springboard on collating past efforts in this area.

Vella, Matt. (2007, December 21). Unreal Architecture. Bloomberg Businessweek. Retrieved from http://www.businessweek.com/

stories/2007-12-21/unreal-architecturebusinessweek-business-news-stock-market-and-financial-advice - Article detailing the use of UDK for architectural purposes.

Wikipedia contributors, “Architectural Animation,” Wikipedia, The Free Encyclopedia, http://en.wikipedia.org/wiki/Architectural_

animation (accessed November 29, 2013). - Wikipedia article on architectural animation.

(2014, May 8). What is the resolution of the human eye?. Science Blogs. Retrieved from http://scienceblogs.com/

cognitivedaily/2006/10/22/what-is-the-resolution-of-the/ -Another discussion on the resolution of a human eye.

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IMAGES

Act-3D. 19 April 2012. Lumion logo. [logo]. Retrieved from http://lumion3d.com/forum/general-discussion/lumion-logo/?action=dl

attach;attach=8515 - Lumion logo.

alexglass. 11 October 2013. Ray Tracing vs Rasterized. [chart]. Retrieved from http://www.ign.com/boards/threads/generation-8-

starts-with-brigade-not-x1-ps4.453427233/ - Chart of raster vs. ray tracing technologies.

Blender Foundation, The. n. d. Blender logo. [logo]. Retrieved from http://download.blender.org/institute/logos/blender-plain.

png - Blender logo.

Chaos group. n. d. Vray logo. [logo]. Retrieved from http://upload.wikimedia.org/wikipedia/fa/a/a1/Vray_logo.png - Vray logo.

CryEngine. n. d. CryEngine logo. [logo]. Retrieved from http://www.n3rdabl3.co.uk/wp-content/uploads/2013/08/logo_vertical_

black.jpg -CryEngine logo.

Epic Games. n. d. UDK logo. [logo]. Retrieved from http://epicgames.com/files/technologies/udk-logo.png - UDK logo.

Euclideon. 22 November 2011. Euclideon Unlimited Detail. [screenshot]. Retrieved from http://media1.gameinformer.com/

imagefeed/featured/gameinformer/infdetail/infpower610.jpg - Euclideon screenshot.

Fatahalian, Kayvon. n. d. Kayvon Fatahalian. [graph]. Retrieved from http://www.cs.cmu.edu/~kayvonf/ - Photo of Kayvon Fatahalian.

Fatahalian, Kayvon, et al. July 2013. Visualization graph. [graph]. Retrieved from http://graphics.cs.cmu.edu/projects/

exhaustivecloth/ - Kayvon’s exhaustive graph.

History Blog, The. n. d. Dome design. [drawing]. Retrieved from http://www.thehistoryblog.com/wp-content/uploads/2013/01/

Dome-design.jpg - Brunelleschi’s dome image.

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IGX Pro.com. n.d. Mario 64. [screenshot]. Retrieved from http://www.igxpro.com/wp-content/uploads/2012/09/mario64.jpg -Mario64, an old 3D video game.

Jean-Philippe Grimaldi, et al. n. d. LuxRender logo. [logo]. Retrieved from http://upload.wikimedia.org/wikipedia/commons/f/f5/

Luxrender_logo_128px.png - LuxRender logo.

Konami. 27 March 2013. Title. [logo]. Retrieved from http://babysoftmurderhands.com/wp-content/uploads/2013/04/FOX-Engine-

Kojima-Productions-GDC-2.jpg - Comparison of the Fox Engine to real life.

Mh. 10 March 2010. The Gates-Hillman Complex. [photo]. Retrieved from http://upload.wikimedia.org/wikipedia/commons/a/a6/

CMU_Gates_Hillman_Complex.jpg - Photo of the Gates-Hillman Center.

n. d. Tom Cortina. [photo]. Retrieved from http://sigcse2014.sigcse.org/authors/ - Photo of Thomas Cortina.

Otoy, Inc. 22 November 2012. Octane Render logo. [logo]. Retrieved from http://en.wikipedia.org/wiki/File:Octane_Render_logo.

png - Octane logo.

PcGamesHardware. n.d. Crysis 2 screenshot 5. [screenshot]. Retrieved from http://www.pcgameshardware.com/screenshots/

original/2010/03/crysis-2-screenshots-gdc-2010__5_.jpg -Crysis 2 image.

Persage. 5 April 2007. Carnegie Mellon University College of Fine Arts building. [photo]. Retrieved from http://upload.wikimedia.

org/wikipedia/commons/3/3a/CFA.JPG - Photo of the College of Fine Arts.

Unity Technologies. n. d. Unity logo. [logo]. Retrieved from http://upload.wikimedia.org/wikipedia/ru/a/a3/Unity_Logo.png - Unity logo.

MISCELLANEOUS

Adobe & Touch. n. d. Projects Mighty & Napoleon. Retrieved from http://xd.adobe.com/mighty/notify.html - Website of Adobe Mighty and Napoleon.

Autodesk. n. d. 3D visualization software brings design to life. Retrieved from http://www.autodesk.com/products/showcase/

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overview - Website of Autodesk showcase.

Crydev. (2013, October 18). CRYENGINE® Free SDK (3.5.4) [Computer software]. Retrieved from http://www.crydev.net/dm_eds/

download_detail.php?id=4 - CryEngine3 SDK.

Lumion. (2013). Lumion 3D () [Computer software]. Retrieved from http://lumion3d.com/ - Lumion website, note how a new version is available, but the evaluation version of it is not yet.

NHTV University of Applied Sciences. (2013, November 11). ARAUNA2 demo. [Computer software]. Retrieved from http://ompf2.

com/viewtopic.php?f=5&t=1887#p4233 - Arauna2 demo.

Schroeder, Scott A. (2011, January 1). Adopting Game Technology for Architectural Visualization. Purdue e-Pubs. Retrieved from

http://docs.lib.purdue.edu/cgi/viewcontent.cgi?article=1005&context=cgttheses - Possible precedent thesis.

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3D - A digital representation of three point perspective that approaches how the eyes interpret light. 3D is often mapped onto a

planar screen, but newer technologies are using curved screens, or even a screen for each eye to even more closely replicate vision.

ACM - Association for Computing Machinery.

Animation - In the context of this thesis, refers to a disembodied flythrough that architects are so fond of - an unnatural

movement that lacks artistic merit and generally does not approach human experience. Animations can and do exist that give the

viewer an experience they can understand, but technology can go beyond that.

AO - Ambient occlusion. A technique that replicates GI shading by determining where deep corners are and shading them

accordingly. Combined with other effects, this is an efficient method to fake radiosity shading.

Architecture - The study of the memory of time and space. Encompasses the thought, theory, tools, design, construction,

evaluation, and history of buildings.

Baking - Taking pre-computed data and turning it into a texture that can be applied in a material.

BIM - Building Information Modeling. A type of modeling not necessarily visual that digitally covers architectural systems.

Bump map - A bump map is either another name for a normal map or refers to a greyscale image that appears like the grain or

small-scale detail of a material that is applied to a material in the scene to very efficiently fake said detail. A bump map is the simplest

way to add complexity to a mesh on a small scale by only using a material.

CAD - Computer Aided Design. Digital precision tools used in product, aviation, automotive, and architectural design.

Compute capability - A ranking of CUDA technology, roughly the version number, that relates to how well the CUDA cores can

Te R m s

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process their tasks.

CUDA - A technology Nvidia developed for their graphics processors that uses parallel processing that developers can directly

access for graphics purposes.

CMU - Carnegie Mellon University. This is my university and where the School of Architecture is - where I am having my thesis.

Delay load - a term I came up with that describes the relative time it would take to use one program or pipeline compared to

another. For the purposes of the software evaluations, I compared a regular pipeline of modeling in Rhinoceros and rendering in Vray

to each set of alternative software.

DIY - Do it Yourself. A field of development not necessarily informed by professional practice where users attempt to find their

own ways to achieve a task. These attempts are not always successful but the culture is one of sharing - the attempts that work are

often documented and refined.

Drivers - Software middle-men between hardware on a computer and other software that aims to use that hardware.

Engine - A graphics software (that can also be embedded in other software) that is used to render virtual worlds. In video games,

this is what makes the graphics work, though it is often also responsible for physics calculation, the menus and UI, and AI.

Environment map - A single snapshot of the six cardinal directions around an object with a FOV of 90° that are then composited

to get a 360° view completely around an object. This is used to fake reflections. Doing this in real time is very taxing on performance.

FOV - Field of view. The geometric angle that is subsumed by the view cone of a viewer.

Fps - Frames per second, also frame rate. A measure of the amount of frames a graphics processor can generate on a monitor

every second to simulate fluid motion. Values between 30 and 60 are good goals for graphics-heavy software, as at lower values

choppiness and stuttering become apparent and higher values may produce incompatibility with the monitor hardware (usually not

an issue with modern software). This can be measured as an average over the last few seconds or as a value every few seconds.

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Gameplay - The actions a user performs in relation to the environment or other players within a game. People often fail to make

the distinction between graphics and gameplay, as one or the other may define a video game more than the other. For this thesis, I am

ignoring almost all aspects of gameplay except those involving interaction, walking, and other movement controls.

GI - Global Illumination. This refers to an even distribution of light in a scene such that more exposed surfaces get more light and

less exposed surfaces get less light. This ends up making corners darker and smoothly shading other geometry. This is useful as a step

in generating realistic shadows.

GPU - Graphics Processing Unit. The piece of hardware in a computer largely responsible for computing what is seen on a monitor.

Over the years the GPU has grown in importance, not only for video games but for design number crunching as well.

GWAP - Games With A Purpose. Video games designed or heavily repurposed for the aim of training real jobs. These video games

are high fidelity and take into account nearly all aspects of a real world scenario. They often focus less on graphics, however.

Mesh - A set of connected or related triangles in 3D space that combine to make a virtual shape or surface. The triangles are solid,

however their appearance can change when an image, or a texture, is applied to the mesh via predefined operations, a material, using

coordinates assigned to each point of the triangles. Meshes can have billions of triangles.

Normals and normal map - A normal is the perpendicular direction from a plane; in meshes the planes are the triangles. A normal

map is a purple and green image that replicates height data, which is projected along the normals of the mesh. This fake height

data appears as ridges or other shapes, depending on the map, that receive lighting and shading but are only a visual effect on the

geometry - it is clipped by the visible edges. A technique called parallax mapping or displacement mapping works around the clipping,

appearing to make physical geometry on top of the original mesh.

NURBS - Non Uniform Rational Basis Spline. A mathematical method for defining a curve that can also be used to define complex

surfaces. Since the definition is mathematical, the surfaces are exact, though a given graphics program approximates the surface with

a mesh for preview purposes. The mesh simply takes a small number of points on the surface and connects them, but the mesh is no

longer the NURBS surface, it is just a very near approximation. Many methods exist to sample those points.

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Path tracing - A method of ray tracing that determines where the photons that comprise a pixel most likely came from, taking

into account all the light in a scene. Over enough samples, path tracing should generate an image indistinguishable from reality.

Photo-realistic - A digital simulation that is visually very near or indistinguishable from a photo taken by a real camera.

Pre-computed - Computed before hand, usually a process that takes many minutes or hours, but the results are reusable.

Raster - Very general term for taking a mathematically perfect form and simplifying it for viewing. Raster can refer to pre-

computing shadows in a scene and baking them into the materials in the scene instead of having the shadows be dynamic.

Ray tracing - A graphical technique where photons from lights are traced around a scene, taking into account all possible material

properties, to determine how that scene is lit.

Real time - A digital refresh, or frame, rate at which point the screen looks fluid, like a movie. Reality is in real time.

Render - A technique where a graphical algorithm is applied to a scene that generates how that scene would look, usually, in real

life. It is also a general term for creating a high quality image, so many realistic paintings could be understood as renders.

Rhinoceros - NURBS modeling software developed by McNeel and Associates that is primarily used for nautical, product, and

architectural design. It is fairly streamlined and includes hundreds of functions. Supports scripting and plug-ins.

Scene - A set of geometry, lights, materials, effects, and other features that combine to be used for rendering or interaction.

Design software either imports files to combine into a scene, or saves the scene as a file which references other files.

Shader - A rapid computational process where visual effects like refraction, bumpy sufraces, and reflection are processed as

materials that can be applied to geometry. Shaders are much cheaper than brute force methods but rely on environment maps and

fairly complex material definitions to replicate how these effects appear in real life. Depending on the software, they allow behavior

that would otherwise be difficult to replicate, for example a material can fade depending on how close the viewer is to it.

Shadow map - Precomputed shadows that are applied to all geometry. Shadow maps are stored as color image files, depending

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on the lights in the scene, that are then used (usually automatically) in the material shaders of the scene geometry; this is called

baking. Just like with other textures, they use object UV coordinates.

SIGGRAPH - Special Interest Group on Graphics. An annual conference held by ACM that reviews and publishes research on

computer graphics.

Simplified lighting - The use of simple models of how light propagates in space. This ranges from a linear hotspot/falloff model,

with 100% light in a small sphere of an arbitrary radius and 0% light in a larger sphere, and a linear gradient in between, to more complex

models where certain shapes are achieved on surfaces that mimic how real lenses distribute light.

Ultimatype - Direct opposite of prototype - what the object or space will eventually be.

User interaction - The concept of a person using controls on a device to change how that device operates, often this feedback is

displayed on a monitor or screen.

Vector - A mathematically defined curve. Vector graphics have infinite resolution, but cannot exist in real life, so they have to be

turned into a raster image. Likewise, digital photons are also vectors, but they have to be turned into bright spots and dark spots on

surfaces for a user to understand them.

Vertex lighting - An alternate method of generating shadows in a scene. Vertex lighting applies a color value to each vertex of a

geometry that corresponds to the color of the shadow or the light at that spot. Geometry is sometimes subdivided for this purpose to

have a more even distribution of points. The advantage this has over regular shadow maps is that it is not pixel based and will always

have smooth shadows, but at the potential cost of detail.

Vray - Rendering suite developed by Asgvis. Features a fast dual-renderer pipeline that incorporates material definitions, lights, a

sun and sky, caustics, and has support for crude animation. Exists as a plugin for Rhinoceros and other modeling programs.

WYSIWYG - What You See Is What You Get. A design concept where the visual development of something is exactly what that

thing would look like once it is finished. Microsoft Word is a good example of a WYSIWYG program.

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