Documente Academic
Documente Profesional
Documente Cultură
Justin Wilder
Andrew Feldkamp
Whitney Cullen
Dept. Computer Graphics Dept. Computer Graphics Dept. Computer Graphics
Technology
Technology
Technology
Purdue University
Purdue University
Purdue University
wilder@purdue.edu
afeldkam@purdue.edu
wcullen@purdue.edu
Jun Yu
Dept. Computer Graphics
Technology
Purdue University
yujun_2005@hotmail.com
Abstract
This project aims to create more efficient models to be used in visualizations for architectural design, which can
ultimately be viewed in real-time. The method used will apply techniques already used in video game design, where
3D objects are modeled using a grid system and snapped together. Most architectural firms currently use traditional
modeling in 3ds Max, Maya, or proprietary software to render visualizations frame-by-frame. Models created using
these traditional methods are not efficient enough to be rendered in real-time. The research for this project investigates
whether modular modeling improves rendering efficiency in a real-time engine so that it meets the standard of thirty
frames per second.
Introduction
Research Questions
Problem Statement
Traditional modeling techniques used in architectural visualization are unsuitable for real-time
rendering. Modular design has the potential to
improve rendering efficiency and is used in the
video game industry for level design (Epic 2011).
The necesity of modular design is to offer real-time
solutions under the growing need for interactive
environments in the architectural visualization
industry.
Typically, an architectural video rendering
consists of thousands of frames rendered over a
long period of time. Real-time visualization eliminates that rendering downtime. However, adopting
a real-time solution requires research on how to
properly create the objects that will be imported
into the real-time engine. This is why research
into modular design is important. The video game
industry creates efficient environments in this way,
and the architectural visualization industry would
benefit from adopting and adapting these practices
(Conway 2011).
Literature Review
Known and Unknown Information
During this project, various modeling
techniques were researched in terms of how they
apply within a game engine. Techniques designed
to create models that will render efficiently in the
Needs of Industry
Architectural visualizations are used to help
clients or potential customers visualize what will
be built. Although physical model homes provide
a complete experience of exploring the home, they
cannot be customized to reflect specific options
that the potential buyers would choose. It is also
too costly for companies to build a physical model
of every possible option available to buyers.
Computer visualizations are more easily customized
than physical model homes, and also less costly.
However, current methods do not provide the
user with the experience of freely exploring the
environment (Schroeder 2011).
Traditional visualizations such as floor plan
drawings and elevations rely on the clients imagination to visualize a proposed building and assume
that clients have the training to construct 3D images
from 2D plan views (Funkhouser, Teller, Sequin, &
Khorramabadi 1996).
In the same way, current pre-rendered animations are static and only allow the client to see
some portions of the environment. Having a higher
level of interactivity would increase the amount
of information available to the user and make the
experience more immersive (Conway 2011).
Game Engines
Al-Najdawi (2007) notes how game engines
can be used for applications besides games,
including architectural visualizations.
Modular Design
Grid System
Texture Atlases
Libraries
Obstacles
Areas of Controversy
One area of controversy is whether architectural visualization firms need to move away from
their traditional rendering methods. The amount
of time saved from rendering real-time as opposed
to frame-by-frame can and will often be cancelled
out by the amount of time spent making the models
real-time capable.
One hurdle that needs to be overcome is
how modular modeling will affect the pipeline for
architecture visualization. Architects do not wish to
switch over to modular modeling because of traditional modeling standard. The traditional modeling
technique produces high-polygon meshes which are
used for high-quality details and renderings.
The modular model pipeline is different in
comparison to the pipeline for architecture visualization. This would require a shift in attitudes from
the architectural visualization professionals to
adapt a new way of thinking and learning process.
Modular modeling can be restrictive and not allow
for the unique factors that architects like to use.
There is also controversy with game engines
themselves. They are viewed as tools for entertainment purposes only and not welcomed into the
architectural industry (Conway 2011).
Finally, an obstacle that needs to be overcome
is how repetitive modular modeling will tend to
look after a while. If pieces are only used a couple
of times, this is not as noticeable. However, when
pieces are used several times throughout a model
this can become rather obvious.
Product
The product developed in this project is the
process of creating a building model using modular
modeling techniques. This projects goal is to
import the model into the Unreal game engine and
view the environment in real-time.
The house pictured in Figure 5 was chosen
because it is typical of many homes built in the
United States today.
Methodology
Testing of the product was designed to
discover which of four possible types of modeling
produces the most efficient model house when
rendered in real-time. The models were compared
on three factors of efficiency: polygon count, render
time, and frames per second.
Figure 6
Figure 7
Testing Modularity
The test was designed to answer the following
questions:
How does the use of modular modeling techniques affect rendering efficiency (measured
by frames per second and render time) compared to traditional modeling techniques?
Does the use of modular modeling techniques
result in significant differences in polygon
count compared to traditional modeling techniques?
Can building models created using various
modeling techniques be successfully rendered
in real-time within the Unreal game engine?
Metrics
The test can be broken down into three
variables: inpendent, dependent, and controlled.
The independent variable in this experiment was
modeling technique. The three different techniques
used were modeling in the program called Revit,
modeling in the program called Maya traditionally,
and modeling in Maya modularly. These were
chosen as representative of techniques that would be
used in industry to model a house (Conway 2011).
In order to limit the difference between
these techniques and prevent confounding variables,
several variables had to remain constant. If
varations existed between them, the measurements
of the dependent variables would be biased.
The following aspects remained constant
across the three techniques to prevent fluctuations in our dependent variables:subject, textures,
lighting, computer performing render, game engine
producing real-time renders. By holding these data
points constant, the test can accurately gauge how
the independent variable affects the dependent
variables and make comparisons between the three
techniques.
Frame Rate
The next set of data collected was the frame
rate of each of these models when rendered in the
game engine.
Results
Polygon Count
The first result that was gathered was the
polygon count of each model. Each model was
exported from the native program into a universal
.fbx format. This fbx model was imported into UDK
and the polygon count test was performed there.
This was to ensure that each models polygons
were calculated in the same manner and in the same
program, in order to limit bias.
Triangles
Modular
Maya
Traditional
Maya A
Traditional
Maya B
Traditional
Revit
2,761
8,476
8,582
26,676
Figure 10
Quality Assurance
Since the modular model had fewer polygons
than the traditional methods, it was possible that
it was a less-detailed representation of the house.
To measure quality assurance, industry professionals were asked to rate the models on accurate
re-creation of geometry on a scale of 1 to 10, with
10 being the highest quality. The results were as
follows:
Rating
Modular
Maya
Traditional
Maya A
Traditional
Maya B
Traditional
Revit
6.42
3.83
6.33
2.83
Future Research
Due to the scope of the project, there are
several areas that require further research. Since
this project focused on the various modeling
practices, the next step would involve taking these
models and creating the completed interactive
environment in a game engine. This interactive
environment should allow the user to explore using
a first-person controller. Ideally, it would also allow
users to interact with objects such as doors and light
switches to give a more complete experience. Once
completed, testing should be conducted to compare
the effectiveness of the real-time rendering in the
game engine versus a traditional animation.
Conclusion
The use of modular modeling has been shown
to improve rendering efficiency within the game
engine. It has been demonstrated that this method
of rendering could have potential for use in the
architectural visualization industry. Real-time
visualizations of buildings could be used to show
potential clients what they would be buying. These
visualizations would be more easily customized and
altered than traditional methods.
The testing data has shown that rendering a
single home in the game engine results in framesper-second values well above the industry standard.
The model created using modular methods
performed best in terms of rendering efficiency
when compared to models created using traditional
methods. Although this comparision provides
useful insight into which modeling techniques
would be best suited for architectural visualization
purposes, further testing must be conducted.
Since the models used were simple and did
not include surroundings such as trees or nearby
buildings, the polygon count was low, and therefore
the frame rate was high. Adding the additional
geometry of the surroundings would increase the
polygon count and likely decrease the frame rate.
Further research should be done to test the frame
rate of a completed scene.
References
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