Abstract
In order to support the early stages of conceptual design, the architect used throughout the years, mockups – scaled physical models - or perspective drawings that intended to predict architectural ambience before its effective construction. This paper studies the real time interactive visualization, focused on one of the most important aspects inside building space: the natural light. However, the majority of physically-based algorithms currently existing was designed for the synthesis of static images which may not take into account how to rebuild the scene - in real time - when the user is doing experiments to change certain properties of design. In this paper we show a possible solution for this problem.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
MACHADO, A.: A Ilusão Especular: introdução à fotografia. Ed. Brasiliense, São Paulo, 1984, p. 63.
GOMES, J. e VELHO, L.: Computação gráfica: Imagem. Rio de Janeiro: Editora IMPA/SBM, 1994, p. 131.
SUTHERLAND, I.: Sketchpad a man-machine graphical communication system. Massachusets: Doctoral Thesis in Computer Science, MA, 1963.
SUTHERLAND, I. : The Ultimate display in Proceedings of the Int. Fed. of Information Processing Congress, vol 2, 1965, p. 506–508.
CHRISTAKOU, E. D.: A simulação da luz natural aplicada ao projeto de arquitetura . Brasília: Dissertação de Mestrado em Arquitetura e Urbanismo - Programa de Pesquisa e Pós-graduação, Universidade de Brasília, DF, 2004.
ERLICH, C. K.: Computer Aided Perception: A method to Evaluate the Representation of Glare in Computer Graphics Imagery. Dissertação de mestrado em Ciência da Computação, Universidade de Berkeley, California, 2002.
DAMEZ, C.; DIMITRIEV, K.; MYSZKOWSKI, K. : State of art in global illumination for interactive applications and high-quality animations. Computer graphics forum. 2003, p. 55-77.
AKENINE-MOLLER, T. e HAINES, E. : Real-Time Rendering. Second ed. A K Peters Ltd, Massachusetts, 2002.
LEWIS, M. e JACOBSON, J.: Game engines in scientific research, Communications of the ACM, 2002.
GREBLER, E.: Game programming for teens. Boston: Thomas Course Technology,2006.
WATT, A. e POLICARPO, F. : 3D games-animation and advanced real-time rendering. Edinburgh: Pearson Education Limited-Addison Wesley, 2003, p. 189.
KADA, M. e FRITSCH, D.: Visualization using games engines, em XXth ISPRS Congress. Istambul, 2004.
TOLE, P.; PELLACINI, F.; WALTER, B.; GREENBERG, D. P.: Interactive Global Illumination in Dynamic Scenes in Proceedings of the 29th annual conference on Computer graphics and interactive techniques. San Antonio, Texas: ACM New York, NY, 2002, p. 537 – 546.
NIJASURE, M, S PATTANAIK, and V GOEL. : "Real-Time Global Illumination on GPUs." Journal of graphics tools, 2005, p. 55-71.
NVIDIA: 2009, Manual técnico em http://www.nvidia.com/object/product_tesla_c1060_us.html, accessed in January, 2009.
HAIGH-HUTCHINSON, M.: Real-Time cameras: a guide for Game designers and developers, Morgan Kaufmann, 2009.
WARD. hhtp://radsite.lbl.gov/radiance. Acessed in June, 2002.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2010 Springer Science+Business Media B.V.
About this paper
Cite this paper
Christakou, E.D., Silva, N.F., Lima, E.M. (2010). From Perspectiva Artificialis to Cyberspace: Game-Engine and the Interactive Visualization of Natural Light in the Interior of the Building. In: Sobh, T., Elleithy, K. (eds) Innovations in Computing Sciences and Software Engineering. Springer, Dordrecht. https://doi.org/10.1007/978-90-481-9112-3_108
Download citation
DOI: https://doi.org/10.1007/978-90-481-9112-3_108
Published:
Publisher Name: Springer, Dordrecht
Print ISBN: 978-90-481-9111-6
Online ISBN: 978-90-481-9112-3
eBook Packages: Computer ScienceComputer Science (R0)