@article{Colomina2003, author = {Colomina, Beatriz}, title = {Skinless architecture}, doi = {10.25643/bauhaus-universitaet.1254}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20080304-13222}, year = {2003}, abstract = {Wissenschaftliches Kolloquium vom 24. bis 27. April 2003 in Weimar an der Bauhaus-Universit{\"a}t zum Thema: ‚MediumArchitektur - Zur Krise der Vermittlung'}, subject = {Architektur}, language = {en} } @article{SemenovAlekseevaTarlapan2004, author = {Semenov, Vitaly and Alekseeva, Elena and Tarlapan, Oleg}, title = {Virtual Construction using Map-based Approach}, doi = {10.25643/bauhaus-universitaet.244}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20111215-2447}, year = {2004}, abstract = {The paper presents a general map-based approach to prototyping of products in virtual reality environments. Virtual prototyping of products is considered as a consistent simulation and visualization process mapping the source product model into its target visual representations. The approach enables to interrelate formally the product and visual information models with each other by defining mapping rules, to specify a prototyping scenario as a composition of map instances, and then to explore particular product models in virtual reality environments by interpreting the composed scenario. Having been realized, the proposed approach provides for the strongly formalized method and the common software framework to build virtual prototyping applications. As a result, the applications gain in expressiveness, reusability and reliability, as well as take on additional runtime flexibility...}, subject = {Produktmodell}, language = {en} } @article{Picon2003, author = {Picon, Antoine}, title = {Architecture and the virtual : towards a new materiality?}, doi = {10.25643/bauhaus-universitaet.1236}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20080227-13031}, year = {2003}, abstract = {Wissenschaftliches Kolloquium vom 24. bis 27. April 2003 in Weimar an der Bauhaus-Universit{\"a}t zum Thema: ‚MediumArchitektur - Zur Krise der Vermittlung'}, subject = {Architektur}, language = {en} } @article{BargstaedtBlickling2005, author = {Bargst{\"a}dt, Hans-Joachim and Blickling, Arno}, title = {Determination of process durations on virtual construction sites}, doi = {10.25643/bauhaus-universitaet.620}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20111215-6207}, year = {2005}, abstract = {The paper analyses the application of 3D gaming technologies in the simulation of processes associated with human resources and machinery on construction sites in order to determine process costs. It addresses the problem of detailing in process simulation. The authors outline special boundary conditions for the simulation of cost-relevant resource processes on virtual construction sites. The approach considers different needs for detailing in process simulation during the planning and building phase. For simulation of process costs on a construction site (contractors view) the level of detail has to be set to high. A prototype for determination of process durations (and hereby process costs) developed at the Bauhaus University Weimar is presented as a result of ongoing researches on detailing in process simulation. It shows the method of process cost determination on a high level of detail (game between excavator and truck) through interaction with the virtual environment of the site.}, subject = {Prozesssimulation}, language = {en} } @phdthesis{Springer2008, author = {Springer, Jan P.}, title = {Multi-Frame Rate Rendering}, doi = {10.25643/bauhaus-universitaet.1371}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20081127-14395}, school = {Bauhaus-Universit{\"a}t Weimar}, year = {2008}, abstract = {Multi-frame rate rendering is a parallel rendering technique that renders interactive parts of a scene on one graphics card while the rest of the scene is rendered asynchronously on a second graphics card. The resulting color and depth images of both render processes are composited, by optical superposition or digital composition, and displayed. The results of a user study confirm that multi-frame rate rendering can significantly improve the interaction performance. Multi-frame rate rendering is naturally implemented on a graphics cluster. With the recent availability of multiple graphics cards in standalone systems the method can also be implemented on a single computer system where memory bandwidth is much higher compared to off-the-shelf networking technology. This decreases overall latency and further improves interactivity. Multi-frame rate rendering was also investigated on a single graphics processor by interleaving the rendering streams for the interactive elements and the rest of the scene. This approach enables the use of multi-frame rate rendering on low-end graphics systems such as laptops, mobile phones, and PDAs. Advanced multi-frame rate rendering techniques reduce the limitations of the basic approach. The interactive manipulation of light sources and their parameters affects the entire scene. A multi-GPU deferred shading method is presented that splits the rendering task into a rasterization and lighting pass and assigns the passes to the appropriate image generators such that light manipulations at high frame rates become possible. A parallel volume rendering technique allows the manipulation of objects inside a translucent volume at high frame rates. This approach is useful for example in medical applications, where small probes need to be positioned inside a computed-tomography image. Due to the asynchronous nature of multi-frame rate rendering artifacts may occur during migration of objects from the slow to the fast graphics card, and vice versa. Proper state management allows to almost completely avoid these artifacts. Multi-frame rate rendering significantly improves the interactive manipulation of objects and lighting effects. This leads to a considerable increase of the size for 3D scenes that can be manipulated compared to conventional methods.}, subject = {Virtuelle Realit{\"a}t}, language = {en} } @article{KangMiranda2004, author = {Kang, Shihchung and Miranda, Eduardo}, title = {Automated Simulation of the Erection Activities in Virtual Construction}, doi = {10.25643/bauhaus-universitaet.231}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20111215-2310}, year = {2004}, abstract = {The goal of the research is the development of a computer system to plan, simulate and visualize erection processes in construction. In the research construction cranes are treated as robots with predefined degrees of freedom and crane-specific motion planning techniques are developed to generate time-optimized and collision-free paths for each piece to be erected in the project. Using inverse kinematics and structural dynamics simulation, the computer system then computes the crane motions and velocities necessary to achieve the previously calculated paths. The main benefits of the research are the accurate planning and scheduling of crane operations leading to optimization of crane usage and project schedules, as well as improving overall crane safety in the project. This research is aimed at the development of systems that will allow computer-assisted erection of civil infrastructure and ultimately to achieve fully-automated erection processes using robotic cranes...}, subject = {Produktmodell}, language = {en} } @article{BargstaedtBlickling2004, author = {Bargst{\"a}dt, Hans-Joachim and Blickling, Arno}, title = {Effective cost estimate and construction processes with 3D interactive technologies: Towards a virtual world of construction sites}, doi = {10.25643/bauhaus-universitaet.232}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20111215-2320}, year = {2004}, abstract = {The development of 3D technologies during the last decades in many different areas, leads us towards the complete 3D representation of planet earth on a high level of detail. On the lowest level we have geographical information systems (GIS) representing the outer layer of our planet as a 3D model. In the meantime these systems do not only give a geographical model but also present additional information like ownership, infrastructure and others that might be of interest for the construction business. In future these systems will serve as basis for virtual environments for planning and simulation of construction sites. In addition to this work is done on the integration of GIS systems with 3D city models in the area of urban planning and thus integration of different levels of detail. This article presents research work on the use of 3D models in construction on the next level of detail below the level of urban planning. The 3D city model is taken as basis for the 3D model of the construction site. In this virtual nD-world a contractor can organize and plan his resources, simulate different variants of construction processes and thus find out the most effective solution for the consideration of costs and time. On the basis of former researches the authors present a new approach for cost estimation and simulation using development technologies from game software.}, subject = {Produktmodell}, language = {en} } @inproceedings{ZollerMaltretPoutrain1997, author = {Zoller, J. and Maltret, J.-L. and Poutrain, K.}, title = {Models generation : from urban simulation to virtual reality}, doi = {10.25643/bauhaus-universitaet.449}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20111215-4498}, year = {1997}, abstract = {The aim of researches conducted within gamsau about urban simulation, in particular Remus project, is to allow rapid modeling of large and regular urban zones, for purpose of interactive navigation (like VRML) or for realistic rendering (ray-tracing methods). One of problems to be solved in this context is the multiplicity of data formats : inputs come from different sources, and outputs are for heterogeneous systems of visualization. Typically CSG and boundary representation must be generated, treated and converted during building of models. Furthermore, the generated models can be more or less refined, depending on requests and type of use. This paper describes the general context of data models conversion, problems concerning levels of detail and implementation done in Remus, based on object oriented approach.}, subject = {Stadtplanung}, language = {en} } @article{Vidler2003, author = {Vidler, Anthony}, title = {Virtual spaces, virtual subjects : anxiety and modernity}, doi = {10.25643/bauhaus-universitaet.1242}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20080228-13174}, year = {2003}, abstract = {Wissenschaftliches Kolloquium vom 24. bis 27. April 2003 in Weimar an der Bauhaus-Universit{\"a}t zum Thema: ‚MediumArchitektur - Zur Krise der Vermittlung'}, subject = {Architekturtheorie}, language = {en} } @article{Hauptmann2003, author = {Hauptmann, Deborah}, title = {The virtual space of immersion - the third turn of modernity : on the collapse of the subject/object field}, doi = {10.25643/bauhaus-universitaet.1259}, url = {http://nbn-resolving.de/urn:nbn:de:gbv:wim2-20080304-13271}, year = {2003}, abstract = {Wissenschaftliches Kolloquium vom 24. bis 27. April 2003 in Weimar an der Bauhaus-Universit{\"a}t zum Thema: ‚MediumArchitektur - Zur Krise der Vermittlung'}, subject = {Architektur}, language = {en} }