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Automation in Construction 20 (2011) 446–458

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Automation in Construction
j o u r n a l h o m e p a g e : w w w. e l s ev i e r. c o m / l o c a t e / a u t c o n

Integrating BIM and gaming for real-time interactive architectural visualization


Wei Yan ⁎, Charles Culp, Robert Graf
Texas A&M University, USA

a r t i c l e i n f o a b s t r a c t

Article history: This paper presents our findings of current applications of computer games in design visualization and
Accepted 4 November 2010 education, and our solution to address interoperability between games and building models to enhance
Available online 9 December 2010 architectural visualization and education. We demonstrate our BIM-Game prototype that integrates Building
Information Modelling (BIM) and gaming into architectural visualization. Our system supports an innovative
Keywords: Design-Play process that allows designers to play in their own designed environments with the capability for
Gaming
simulations of physical dynamics and user activities. The implementation of this BIM-Game provides a variety
Building Information Modelling
BIM
of connections among several fields including architecture, engineering, computer science, visualization, and
Visualization game development. These connections bridge diverse areas such as building modelling, equipment simulation
Interoperability and visualization, character modelling and animation, collision detection, navigation, path planning, materials
and lighting, and interaction through game controllers and user interfaces. The paper presents a framework
for integrating BIM and games, and a sample experiment of real-time, interactive, and photorealistic
walkthrough with a virtual user model to demonstrate the use and the potentials of the framework. We
expect this research to extend the study and adaptability of computer games in design education.
© 2010 Elsevier B.V. All rights reserved.

1. Introduction Current adoption of BIM [1] in design and education facilitates the
application of games in the design process. The reasons are as follows:
Game technologies can be used in the simulation and training that
are required by different disciplines, including architecture, in which • BIM's 3D geometric data aids the generation of levels and maps in
building and user simulations can benefit from the improved graphics, games.
level modelling, and character modelling. As video game technology • BIM's comprehensive database, including semantic data and its use
advances, graphics become more realistic, levels of play get more in the building life cycle, enables various game plays: walk-through
sophisticated, and intelligence is embedded in game characters. to complex building operation testing.
Games capture user attention and prompt a desire to win. In serious • Object-oriented modelling of BIM facilitates the access of compre-
games, winning requires learning how to achieve points. Games hensive model data, including objects and their properties, which
reward correct actions in virtual situations with points, extra life, or can be used in games.
other positive feedback measures. This motivates game players to • Object-oriented programming (OOP) in game and BIM tool
learn if the games are designed to require and facilitate learning. Both development makes it feasible to integrate them.
design education and building operation may benefit from the • Parametric modelling approach of BIM makes it easier to change
educational potential of games. models and to update game levels or maps for new game play as
Building Information Modelling (BIM) is an emerging technology compared to non-parametric modelling where changes are nor-
for building modelling, collaborative design, and integrated project mally difficult to make.
delivery [1]. BIM's potential to change the building industry and
architectural education is being explored through practice, teaching, The objective of this research is to develop a new design process
and research by the Architecture/Engineering/Construction (AEC) with its supporting BIM-Game tool to enhance architectural design
community. The integration of BIM and games provides the and visualization, which is our intent of the project. The significance of
underlying technology that enables the building representation to the research lies in that it will provide tools for enhancing
be communicated to a gaming environment. architectural visualization, evaluating the effectiveness of using
computer games in architectural design education, and exploring
the integration of BIM and games into effective teaching and learning
⁎ Corresponding author. Department of Architecture, Texas A&M University, 3137
processes in the next phase of the research. In this paper, we describe
TAMU, College Station, Texas 77845, USA. Tel.: + 1 979 8450584. the integrated design process and present a prototype of our
E-mail address: wyan@tamu.edu (W. Yan). approach.

0926-5805/$ – see front matter © 2010 Elsevier B.V. All rights reserved.
doi:10.1016/j.autcon.2010.11.013
W. Yan et al. / Automation in Construction 20 (2011) 446–458 447

2. Related work 2.2.1. Educational games using game engines


Game engines provide real-time, interactive visualization, and can
In this section, we examine related work of serious games in use first or third person perspectives. Various game engines have been
education in general, and in architectural design and education, used to create human architectural interaction. For example, Moloney
followed by BIM's application in design visualization. [14] created collaborative virtual environments based on the Torque
Game Engine. Lehtinen [15] taught students to use the Max Payne™
2.1. Serious games in education game engine to construct a surrealistic, interactive model of the
Kamppi metro station in Helsinki. Sallkachat & Choutgrajank [16],
Serious games have attracted serious research and currently are Bunyavipakul et al. [17], and Cubukcu & Nasar [18] used the Quake™
entering into new educational arenas. Prensky [2] discussed how engine to construct their virtual environments for offline and online
learners have changed, how games teach, and why games work, while interactive presentations. O' Coill and Doughty [19] used Virtools® to
others, including: 1) Gee [3] argued that an immersive, interactive, create real-time, interactive visualization for participatory design.
digital environment provides opportunities for education; and 2) Squire Petzold and Frohburg [20] used Quest3D™ for the analysis and
[4] presented that contemporary developments in gaming, particularly reconstruction of architecture, using Mies van der Rohe's unrealized
interactive stories, digital authoring tools, and collaborative worlds, can project for a brick country house as a case study. Reynes and Yerli [21]
contribute powerful new opportunities for educational media. presented architectural visualization using CryENGINE®, capable of
Michael and Chen [5] presented a thorough review of the history modelling not only buildings, but also realistic vegetation with heavy
and research of games in classrooms and homes through various foliage. More recently, Indraprastha [22] presented the development
examples of the use of games to teach history, math and program- of virtual urban environment using Unity® 3D game engine
ming, reading and writing, business, politics, and music, starting from technology, and Moorapun [23] used the Counter-Strike™ engine to
the 1960's. They showed that serious games can provide the new create virtual environments for environmental behaviour research.
generation of students with a familiar learning environment that they
relate to and understand. By examining various studies about the 2.2.2. Difficulties of using game engines
learning results of games, they stated that some, not all, educational In 2002, Lehtinen stated that all game creation tools lacked an easy
games were effective teaching tools. They suggested that the way to import and export geometry from and to common CAD
effectiveness of educational games may be attributed to the following: software [15]. We found that this is still true for major 3D games that
they motivate students more than traditional teaching methods, their we have studied, though indirect exporting or importing is possible
learning environments are adapted to learners, they reinforce the through game modification editors. For example, Max Payne games
mastery of skills and concepts by dramatizing the relationship or need the MaxED level creation tool, Unreal® games need UnrealED,
interaction of issues studied, the simulation and information Quake games utilize GtkRadiant for modelling, and Crysis games use
presented by the games are accurate, and others. However, they Sandbox2. In order to create the levels, students have to learn one of
also stated that research in the relationships of games and education is these modelling tools that can do game modification, which is
still in the early stages due to lack of solid and irrefutable research. separated from their design workflow involving CAD or BIM tools
Recent scientific studies proved that video games can modify human where most of the digital work takes place.
visual selective attention [6] and eliminate gender difference in spatial Researchers have suggested how to overcome this problem.
attention [7], which can have a direct impact on the use of serious Sallkachat and Choutgrajank [16] suggested developing tools for
games for architectural education, where visual and spatial cognitions importing files from CAD software into the games. An effort to create a
are part of the design thinking process. workflow for importing CAD models into a game engine was
conducted by Uddin and Yoon [24], whose procedure had multiple
2.2. Games in design process and design education steps and was complex. Petzold and Frohburg [20] suggested that
research must focus on ways of simplifying the available software and
Research has emerged in the study of games in design process and adapting it to the needs of architects.
design education, where the major focuses were on the use of virtual Based on what was learned from previous studies, we suggest a
reality technologies and game engines in form generation, collabora- new, open, and modular game platform that allows different engines,
tive design, and architectural visualization. including physics engines, graphic engines, and sound engines, to be
Woodbury [8] and Woodbury, Wyeld et al. [9] discussed why games plugged in and function. The game platform is design-data-driven,
are used for architectural design. Their qualitative evaluation study on meaning that the design geometry and properties can be easily
the effectiveness of their games showed tentative support for a positive transferred to the games and be easily accessed for simulation, game
role for play in early design education. Chien [10] argued that the play, and interoperability.
process of designing is very similar to playing games: exploring In this research, we consider game play as an interactive user
possibilities under certain constraints. experience with building designs through dynamic physical and
Though more research is required for a quantitative analysis of behavioural simulations, which range from manipulating an avatar in
games in design education, experimental projects have been conducted. a rendered 3D environment to autonomous, virtual users' behaviour
The research efforts fall into two categories: (1) games that are created simulation, and building operation games.
by the research teams using Computer-Aided Design (CAD) tools from Having these considerations in mind, we built our prototype on top
scratch, and (2) games that are created using game engines. While it was of a general, open game platform using the XNA game development
flexible to create different types of games using CAD tools from scratch environment.
(e.g. [11–13]), it was difficult to provide a realistic visual effect with
good architectural details and high performance for visualization 2.3. BIM in design visualization
without substantial effort. Therefore we chose not to use this approach
in our project. While it is possible to import CAD models into games through
The other approach of using game engines relates more closely to complicated procedures [24], CAD formats, by nature, lack building
our work. The following two subsections review games using game information that can be visualized and played in design games. The
engines, discuss the disadvantages of this approach, and conclude that architectural design community and design curriculums have started
a new, open game platform is needed, which is the motivation for our to migrate from CAD, which is focused on geometric modelling, to
project. BIM. BIM technology represents both geometric and non-geometric
448 W. Yan et al. / Automation in Construction 20 (2011) 446–458

information (e.g. usability, materials, and the building process) and A recent, related work-in-progress is reported in [36], where a BIM-
facilitates interoperability of information for the complete building interface is being developed to integrate NIST's Fire Dynamics Simulator
lifecycle from design, through construction, and to operation. Being a with Autodesk Revit as an external tool for immersive display.
complete information model, BIM facilitates complex simulations and Compared to this study, our prototype integrating a general game
analyses that can be realized in games. platform enables a more broad range of event simulation and
Research has been conducted on the interoperability of BIM and visualization, which can include physical dynamics and user behaviours,
visualization. Several studies show that IFC (Industry Foundation in a systematic and educational way. In addition, we separate BIM and
Classes) as a BIM tool and VRML (Virtual Reality Modelling Language) game modules, and link them through a crossover module. We transfer
as a graphics visualization tool are used for visualizing BIM's geometric the BIM geometry into the graphics engine of the game platform, but
data. For example, in [25], BIM models (made in ArchiCAD®) are keep the non-geometric information in BIM. This modular approach
converted into common formats (VRML, 3DS, COLLADA™, and IFC) enables fast prototyping, better data organization, and flexible,
before the visualization is implemented in OpenSceneGraph — an open separable update of BIM and game modules.
source 3D rendering tool. In [26], the implementation for BIM Early development of integrated BIM and game systems has been
visualization is achieved through the conversion of IFC to VRML, done [37,38,39,40]. This paper presents our completed, working
which is rendered in Java3D. Sometimes multiple steps are used to prototype, including its methods and applications, which demon-
visualize BIM for additional benefits, such as enhanced reality. For strates a complete research project for proof of concept. We also
example, in [27], an Autodesk Revit BIM model is exported to DWG describe our initial evaluation and identify plans for further
format, which is imported into Autodesk 3ds Max® to add textures and evaluation.
lighting, and then the model is exported to VRML for interactive
visualization. In [28] and [29], National Institute of Standards and 3. Methodology
Technology (NIST)'s SteelVis – CIS/2 to VRML Translator is developed to
map between CIS/2 entities to application-specific VRML nodes with an The methodology of this research consists of integrating design and
extensible prototype mechanism for model checking, design review, play for a new design process, and prototyping a computer software
and model sharing. Reported by the authors of CIS/2, interoperability application: BIM-Game for execution and evaluation of the new process.
does not always work as planned, and issues include that the translator- The BIM-Game prototype supports a new design process: Design-
generated curved parts, bent plates, and decking may be incompatible Play (Fig. 1). The process starts with the Design phase. Designers
with some IFC applications, and most IFC applications cannot handle develop an architectural design according to design specifications,
bolts and analysis models generated by the translator ([28,29]). including site information, desired usage of spaces, building codes, and
XML (Extensible Markup Language) data is also used in BIM sustainable requirements. With BIM used during the design process, 3D
visualization, for example, in [30], 3D data is stored in a VRML file and models are constructed for the designed buildings and non-geometric
attached to construction information stored in XML files, which are information such as materials of building elements are added.
displayed using Augmented Reality technologies. In [31] and [32], the In the Play phase, designers then play games with the BIM models
authors developed methods to map BIM data onto CityGML (in XML of their own design. The games use the BIM models to generate the
format) through the mapping from IFC to XML by identifying and game environment. Virtual building users or characters, and other
matching building objects and features in the two formats, before the game components such as graphics (surfaces, lights, shaders and
city model is visualized with existing 3D geo-data visualization camera views), audio, physics, artificial intelligence, and game
technologies. The limitations include: not all IFC elements have a strategies (sustainable design strategies) can be integrated into the
canonical representation in CityGML, CityGML does not support some games. The games can produce simulations of physical building
shape representation of IFC, and some IFC building details cannot be dynamics and behaviours of virtual building users. Once the results
directly mapped. are satisfactory, the Design-Play process ends; otherwise, the process
For illustrating building construction processes, BIM and 4D (3D can be iterated until satisfactory performance is achieved. While this
space and time) visualization have been studied. For example, an iterative Design-Play process will be tested and evaluated in our
approach is presented in [33] for the preparation of 4D construction future work, the focus of this paper is to present a solution for
process simulations by using both 3D models and BIM database interoperability between game engines and building models as a BIM-
accessed through Standard Query Language (SQL). Reduced time and Game prototype that will enable the process.
effort to prepare a 4D simulation are reported in the study. The Unique from previous architectural game research, our method
authors stated that further development is necessary with regard to takes advantage of BIM to facilitate the creation of architectural
visualization, such as adding support for scaling and moving games. Also, our method utilizes an open game platform that breaks
construction elements or equipment, and including visualization of limitations of existing game engines for architectural design and
processes inside a building. For 4D visualization, Autodesk Navis- visualization, which should help architects, engineers, and educators
works® is used widely. In [34], Revit models are converted to create their own games—from walk-through to more complex
Jetstream from Navisworks® (Jetstream supports a wide range of CAD interactions including accessibility testing, fire egress, and building
formats). Other tools can be used together with Navisworks for operations. Architects can use the BIM modelling software to create or
integrated 4D scheduling and visualization that include Microsoft load existing buildings and start the BIM-Game software, upon which
Project and Visual Basic for Applications (VBA) programming [35]. the Design-Play process starts.
Different from these studies, in which interoperability is addressed The implementation of the method involves diverse areas such as
by conversion of BIM data to graphics data, our approach allows the building modelling, character modelling and animation, collision
access of the BIM information, both geometric (graphics) and non- detection, navigation, path planning, materials and lighting, and
geometric (non-graphics) information, in real-time during the interaction through game controllers and user interfaces.
visualization (game play). While both BIM and game are running at
the same time, we can access BIM information, such as room data, 4. Implementation
door information, and wall materials, in real-time and feed the data to
game play. In addition, compared to VRML and Navisworks®, the 4.1. Overview
game platform enables the inclusion of enhanced photorealistic
graphics, increased intuitive human–computer interaction, and new The overall implementation framework revolves primarily around
simulation components. the iterative Design-Play approach where a user of the system creates
W. Yan et al. / Automation in Construction 20 (2011) 446–458 449

Start

Design
Specifications

Design
Architectural Design

Building Information Model

Retrieve Building Information


through API

Environment Content
Characters As Virtual
Building Users
Game
Graphics

Audio
Game-play
Play Physics

Artificial Intelligence
Physical Life
Simulation Simulation

Are results
No
satisfactory?

Yes

End

Starter/
Terminator Process Components Decision Data Data transfer

Fig. 1. (Architectural) Design – (Game) Play process.

or loads an existing architectural model into the BIM modelling non-geometric building information such as wall and door locations,
software, enters into a real-time game environment containing the and their material properties. The BIM module sends and receives BIM
model and its associated information, and evaluates the design. information to and from the Crossover module, which processes
Design modifications can be made by escaping from the game intermediate information and facilitates communication between the
environment and modifying the model in the BIM software, upon which BIM and game environments. The Game module connects to the
the Design-Play process can repeat. The framework also allows system Crossover and allows individuals to interact with the BIM model in real-
extensibility for support of new or unanticipated BIM modelling and time to evaluate the model's design during Design-Play. These three
Design-Play requirements. modules work together by bridging their unique purposes and
The system consists of three major components as shown in Fig. 2: functionalities into a unified system for architectural design and
BIM, Crossover, and Game. The BIM module supports geometric and visualization.

Crossover
BIM Data Data Game

Emerging technology in Architecture/ Software module facilitating data Educational games for
Engineering/Construction; access and interoperability design can be developed
Existing software package is used. between BIM and games. by using our framework.

Fig. 2. The BIM-Game modules and communication links.


450 W. Yan et al. / Automation in Construction 20 (2011) 446–458

4.2. BIM module back into the game environment. The flexibility and ease of BIM, with
its readily accessible database, encourages this type of workflow. For
Games are designed with specific storylines to follow while enabling instance, users may reposition walls, update door-room connectivity
interaction in activities, which usually reward desired behaviour. properties and generate automated walk-through paths based on the
Sustainable buildings need to be designed and built using specific up-to-date information contained in the model. Walk-through paths
requirements. BIM provides information beneath the surface of are used as an example in this project to demonstrate that gaming
structures that can be used to tell stories and to help evaluate the technologies, such as path finding and planning, can be embedded
lifecycle performance of buildings. For instance, designers may want to into the BIM-Game system, which can inform simulations of building
know a building's energy performance over time or may want to circulation and fire egress. The Revit Application Programming
evaluate the accessibility of a building containing a large crowd of Interface (API) provides access to all of this information for use in
people. This extra information provides a means for simulating and other modules or plug-ins, making the integration of Design-Play in a
observing building performance from multiple perspectives, which gaming context possible.
directly applies to real-time gaming environments.
The BIM module serves the purpose of providing geometric and 4.3. Crossover module
non-geometric information for Design-Play. The architectural soft-
ware package uses BIM technology to enable information exchange The data structures and types, the ways that information is stored,
with other applications or plug-ins. Such information may include the are different between BIM modelling software and games. Information
size, type, material, location, and fire rating of floors, doors, walls, and from the BIM module needs to be processed and translated before it can
ceilings, for example. be used in the Game module. For example, the geometric representation
The prototype described here uses Autodesk® Revit® Architecture of a BIM model as a software-based list of triangular faces needs to be
as the tool for constructing the BIM module, although other similar restructured into special, hardware-based vertex and index buffers. The
software packages could be used as well. Fig. 3 shows a screenshot of a Crossover module takes care of the translation between high-level and
sample building developed in Revit Architecture. low-level representations, so using a game with other BIM software is a
Fig. 4 shows a full floor plan view of this building. Designers can simple matter of changing the Crossover module, leaving the other two
change the model and its associated information easily, and transition system modules unaffected.

Fig. 3. Autodesk Revit Architecture combines geometric modelling with information regarding the element properties such as materials and fire rating. The sample here shows that a
door “knows” which two rooms it connects.
W. Yan et al. / Automation in Construction 20 (2011) 446–458 451

Fig. 4. Full floor plan of the BIM model containing the usual architectural modelling elements such as doors, walls, and windows. It also includes information about the logical room
connectivity and doorway accessibility clearances, among other numerous properties.

High-level information accessed by the Crossover module includes form that most game environments understand. The Crossover
room connectivity relationships via door properties, which can be approach communicates directly with the API for immediate translation
visualized in the form of undirected graphs. Fig. 5 shows such a graph of geometry for fast previews and makes use of an intermediate
for the sample model presented earlier. The graph shows the logical processing step involving texture baking that results in high-quality,
navigation paths from one room to another for the entire building. The real-time, interactive visualizations. Texture baking is a common
nodes represent rooms, and edges designate doors that connect the practice in game development that makes high-quality appearances
rooms. One can see from the graph that it is possible to obtain and effects in real-time environments feasible by processing computa-
directions from one area of the building to another by following the tionally complex simulations offline, such as global illumination, and
edges. baking the solutions into texture maps, which games can process
Viewing the room connectivity graph is optional to the players and rapidly. In BIM-Game, texture baking is an optional step before game-
it may inform the designers, especially design students, the explicit play to prepare the model to be rendered photorealistically in the game.
relations of the spaces in order for them to better plan building This functionality in the Crossover module bridges the gap between BIM
functions, circulation, and fire egress. Path planning may include modellers and game environments.
moving from one room to another as directly as possible, or visiting In summary, the Crossover module utilizes the API technologies of
certain designated rooms along the way to a final destination. A BIM, the 3D scene format, and the game platform to solve the
screenshot of the Crossover module user interface, shown in Fig. 6, interoperability problem between building models and games. The
demonstrates how users can select specific paths to follow. The API technologies employ the OOP approach to allow direct access to
implementation also acquires the length of edges between the both geometric and non-geometric data of building objects to transfer
geometric centres of the rooms via BIM, so the ability to determine the data to the game environment in real time, and to allow direct
the shortest path from one room to another becomes a reality, and access to game states and game object data that are used to run the
facilitates automatic path planning. To address vertical circulation, game.
building objects like stairs, ramps, or elevators will be inserted into
the connectivity graph as edges to enable path planning, which will be 4.4. Game module
implemented in the future work.
The Crossover module also incorporates translations of geometric The system design uses the Microsoft® XNA™ Framework as the
model information for the game environment. The information includes game platform, which is based on the Microsoft® .NET Framework.
the vertices, edges, and faces that comprise the 3D model. Revit stores The Revit API also utilizes the .NET Framework, forming a consistent
geometric elements in its API specific format, as well as in the interoperability between the two. This enables the use of both
Autodesk® FBX® scene file format, and needs to be translated into a geometric and non-geometric information in the Crossover module.
452 W. Yan et al. / Automation in Construction 20 (2011) 446–458

Fig. 6. Crossover user interface. Users may select which rooms to walk through when
following a path from one location of a building to another. The Show Graph button
draws a logically connected graph for the rooms as seen in Fig. 5. The Follow Path
Fig. 5. Room connectivity graph, with rooms as nodes, and doors and openings as edges. button allows users to follow a path from one room to another as indicated in the path
The Crossover module generates connectivity information automatically, based on the room list. In this case, a path from the living room to the master bedroom will be
BIM, and allows the graph to be displayed graphically using Microsoft® GLEE, a graph generated.
drawing library. The graph enables path finding algorithms to be used for automatic
path planning.
whose buttons, triggers, and thumb sticks control the game. All of
these components fit together into the Game module, completing the
Animation allows the simulation of time passage in the model. framework for the BIM-Game system.
Materials and lighting information also play an important role in
games because they can make the geometry appear believable, giving 4.5. Integration of modules for Design-Play
players the feeling like they are immersed in a virtual world. This level
of immersion can inform players about materials and lighting design The three system modules (BIM, Crossover, and Game) are
that were not apparent in CAD drawings or BIM models. Audio integrated to form a complete Design-Play solution. The implemen-
support is included in the system to enable interactive play of music, tation is developed using an OOP language, C#, the Microsoft® .NET
voiceovers, and other sounds during the game. The sound playing Framework, the Revit API, and the XNA Framwork. The integration of
function is used for an application of the BIM-Game system in a these tools enables communication among the BIM, Crossover, and
project modelling a historic building [41]. Collision detection and Game modules.
physics simulation allow for real-time interactivity in games. The The implementation modularizes the complete BIM-Game system
Game module uses axis-aligned bounding boxes for collision into separable components that communicate with each other, leading
detection that support moving bodies via forces such as gravity and to a versatile design that can work with a number of BIM modelling
physical obstructions. For example, the calculation of the intersection applications and game frameworks while satisfying requirements of
between bounding boxes of a fixed wall and a moving avatar is used to building designers for architectural design and visualization.
determine whether there is a collision between the two objects. BIM- Each of the three modules contains structures or units that serve
Game utilizes the familiar Microsoft® Xbox 360™ game controller unique purposes that facilitate the operation of the containing
W. Yan et al. / Automation in Construction 20 (2011) 446–458 453

module. The structures promote modularity so that the system can be Applications from a developer's perspective. The API provides access to
extended or changed more easily than a system with tightly the active Revit document that contains the BIM database. Information
interleaved functionality. The modular approach also assists in the can be retrieved from the database, and the database can be modified by
software verification process and in code debugging because unit tests any External Commands that use the Revit API. This information can be
can be performed on each structure. A result of this decomposition is used with other modules, such as the Crossover module.
that the system design has a close correspondence with software The Crossover module is invoked from the Add-ins tab in the Revit
source code when using the OOP approach. For instance, the name of a user interface. The module includes the BIM-Game user interface
structure and its associated knowledge and functionality are encap- component and several structures that involve information flow
sulated into a C# class. Each structure has its own class and defines an between the BIM module and Game module endpoints. This module is
interface by which message passing can be achieved among multiple implemented as a Revit External Command that is available as a plug-in
instances of various classes. Message passing enables the instances, or to the Revit application interface. Configuration settings from the user
objects, to communicate with each other. These characteristics help to interface are sent to the Game module's Game State component. Settings
develop and maintain a modular system with interconnected parts. include the game's viewport aspect ratio, a toggle to enable or disable
Fig. 7 shows a schematic of the system design that identifies gravity, the spawning location, audio files to play, and a path to follow.
significant structures for each module. These settings control how the game behaves and what actions are
The BIM module is provided by the BIM software application. In our available—for instance, playing audio files if they were specified or
prototype, Revit Architecture serves this purpose. The Revit application causing the player to fall if gravity was activated. The other pieces of the
and Revit API are separate components of a Revit installation. A portion Crossover module include the Geometry Processor, Material Translator,
of the Revit application uses the Revit API for its own purposes, but the Audio Converter, and BIM Database Mediator. The Geometry Processor and
Revit API is used primarily for creating External Commands and External Material Translator structures convert BIM database information into

Fig. 7. Schematic of the BIM-Game system implementation.


454 W. Yan et al. / Automation in Construction 20 (2011) 446–458

Fig. 8. First-person point of view. Users can walk freely in the model using the game controller and may collide with objects. Left: A view near the southeast corner of the living room
looking toward the atrium. Right: A view near the southwest corner of the kitchen looking toward the dining room.

binary XNA game assets. The Audio Converter creates assets for each is available to be drawn after the game starts. When the main game
audio file processed so that the audio can be played in the game. These needs to update and draw, it calls the Update and Draw functions of
geometry, material, and audio assets are loaded into the game as content each component, in turn, so that all components have an opportunity
when the game starts. BIM information that does not need to be to contribute to the game. Components that are disabled are not
translated into XNA assets is handled with the BIM Database Mediator. updated or drawn, whereas enabled components are. Enabling and
Information that passes through this structure can travel bi-directionally disabling components is an effective way to use components
to and from the active Revit document, whereas game assets travel in selectively without requiring a source code recompile or exiting the
one direction from the Crossover module to the Game module. The game. The use of components and services assists in organizing the
Crossover module provides all of the information that is needed for the game system so that it can be extended and maintained with relative
BIM-Game to operate. ease compared to a non-modular system design.
The Game module is responsible for executing the game and is
organized into three primary areas: 1) XNA Game, 2) Components,
5. Applications
and 3) Services. The XNA Game section includes a singleton instance
of the BIM-Game. The BIM-Game is initialized with the Initialize
The outcome of this project includes the complete, working
function when the game starts. The game updates its state
software prototype and an interactive navigation application. The
information and draws each video frame automatically when the
application is shown in Section 5.1, which demonstrates interactive
game is running. This is achieved when the XNA base class Game,
and intelligent navigation in a sample building. This application
which the BIM-Game inherits from, calls the Initialize, Draw, and
enables further simulation and testing of accessibility, circulation, fire
Update functions. The BIM-Game has Components and Services
egress, and other practical uses. Potential applications, such as
properties that can be modified to include multiple, custom-designed
building operation games, are also discussed in Section 5.2.
components and services into the game. A component is a class that is
derived from an XNA GameComponent or DrawableGameComponent
class to introduce new features to a game. A service is an interface 5.1. Interactive and intelligent navigation
class that defines how a group of similar components interface with
other types of components. A component may have a service The software prototype presents the user with several starting
associated with it so that it can be interfaced with other components. options such as choosing a path to follow, spawning a location for free
This allows components to communicate with each other in a loosely walk-through, and different video aspect ratios (see Fig. 6). Combined
coupled manner. The connections between components are omitted together, the free walk-through and the guided tour (following
in Fig. 7 for visual clarity. A sample of connections includes the automatically planned paths based on an A* pathfinding algorithm)
following: 1) Game State and Player, 2) Xbox 360 Controller and Player, enable an interactive and intelligent navigation in the designed space.
3) Collision Detection, Building Model, and Player, and 4) Particle Players can examine the building design from different perspectives
Systems and Player. The use of components and services creates a along easily planned paths. Also, players can choose to switch to full
modular system design that can be extended and maintained easily screen mode at any time during the game.
compared to non-modular systems. BIM-Game inserts all game Beginning the game in walk-through mode spawns the avatar in
components and services into the game (see Fig. 7). The game the selected room as specified in the Crossover user interface. Play
components' Initialize functions are called automatically when the starts from a first-person viewpoint with the avatar's movement
Game base class invokes its Initialize function. Drawable game directed with the game controller. Navigational capabilities include
components have their LoadContent functions called so that content moving forward, backward, turning left or right, and jumping. The

Fig. 9. Interactive building design for accessibility testing with easy navigation. Left: Third-person viewpoint of the avatar located in the dining room area. Right: Third-person
viewpoint of the avatar in the living room looking from a different angle.
W. Yan et al. / Automation in Construction 20 (2011) 446–458 455

Fig. 10. Top view showing the entire building from an omniscient point of view in photorealistic mode. The path planning walk-through begins in the living room and ends in the
master bedroom. The ceiling disappears when the third-person camera reaches a level near the ceiling and reappears when the camera moves below that threshold.

avatar interacts with the environment via collision detection to avoid viewing direction. A triggering action in third-person mode causes the
penetrating walls or other solid objects (see Fig. 8). camera's viewpoint to smoothly transition toward a direction looking
Players can also switch into third-person mode, which moves the at the centre of the avatar. Fig. 9 shows two viewpoints in third-
camera away from the avatar. Moving the camera close to the avatar person mode from different angles.
while crossing a threshold switches the viewpoint mode back to first- Starting the game in path follow mode positions the avatar in the
person mode. This transition between first-person and third-person first room along the automatically planned path and allows the user to
modes enables evaluation of the Design-Play situations from different move forward or backward along the path. The path appears as a
perspectives of building users and designers. The third-person mode series of arrows above the floor and can be toggled on and off. Fig. 10
permits the player to orbit the camera around and dolly in or away illustrates a third-person viewpoint looking down from above the
from the avatar using up, down, left, and right movements. Left and building. Moving the camera above a height threshold causes the
right motions pan or rotate the camera horizontally, while up and ceiling to become invisible, and positioning the camera below this
down motions tilt the camera along a vertical plane in the camera's threshold returns the ceiling's visibility. Fig. 11 demonstrates further

Fig. 11. Visualization of path planning showing the BIM model in photorealistic mode with a path represented as a smooth, black, arrow curve. Path control points exist at the centres
of rooms, midpoints between room centres, door centres, and around door clearances. This path begins in the living room and ends in the master bedroom. The user can control the
avatar's position along the path, and may also orbit and dolly the third-person camera for alternative views.
456 W. Yan et al. / Automation in Construction 20 (2011) 446–458

application of the third-person camera rig in path follow mode, Buildings consume approximately 39.4% of the energy used in the
revealing more path detail. The player may also deviate or break away U.S. [42]. The Alliance to Save Energy notes that savings from 10% to
from the path and navigate around the building freely (Fig. 12). 30% can be obtained from a variety of measures [43]. Much of this
Compared to the walk-through capability in existing BIM tools, such energy waste is due to inadequate operation and maintenance within
as Autodesk Revit Architecture's walk-through function, our prototype buildings. One way to address the ability of maintenance personnel in
application has the advantages of being a real-time, interactive, buildings is to combine gaming technology with BIM in a personalized
photorealistic visualization with physical simulation of gravity and game. The core concept is to improve skill levels by having the
collision detection, as well as behaviour simulation through the building operation and maintenance staffs play the game within their
modelling of the virtual user. Also, the prototype is extensible so that own building.
additional graphical or physical simulation components can be added. A building-focused serious game will challenge facility management
The game play screenshots provided in this paper are all real-time staff at all levels to detect, find, and fix improper or inefficient operation.
screen captures taken during the actual running of the game. Video For example, if the building has three of the four chillers operating on a
demonstrations of the BIM-Game can be found at: http://selab.arch. partial load day at 32% capacity, these operate less efficiently than two
tamu.edu/. chillers operating at 64% capacity. Predefined rules that utilize best
practices in building operation will be embedded into the game. Game
levels and scenarios of operation will be created for the training, and
5.2. Building operation games problems will be presented. Improper or inefficient operation will be
detected automatically during game play. Related messages will be
Another application for BIM-Game includes a hypothetical scenario prompted to the players that instruct them to find solutions for the
of a building operation game, which is currently under development. problems. The game will award points when inefficiencies are found and

Fig. 12. Users may follow paths forward or backward, and may deviate from them for free walk-through. The game also makes smooth transitions from free walk-through back onto
the path. The following images display a possible run through the sample building: a) Path starting point in the living room. b) Moving forward along the path. c) Continuing forward
on the path into the atrium. d) Initiating free walk-through mode. e) Deviating from the path. f) Continuing to deviate by turning around. g) Smooth transitioning back to the path.
h) Entering path follow mode. i–k) Moving forward along the path. l) Reaching the end of the path in the master bedroom.
W. Yan et al. / Automation in Construction 20 (2011) 446–458 457

corrected. Operating the game in a staff's building environment should review of the current results of the system, which will be used to
improve the probability that they would then apply higher efficiency contrast the related work described in Section 2.
measures learned in their virtual building to their real building. The We also plan to implement more gaming features that are important
virtual environment can also graphically illustrate visuals of improper or to a building's game, including animation of opening and closing doors
inefficient operation so that operators better understand the impact of and windows. Building information will be retrieved from the BIM
their solutions. models to determine the object behaviours, for example, the opening
direction of a door. More sophisticated shaders will be programmed to
allow advanced rendering of reflection and refraction light transport
6. Conclusions and future work effects, which will enable transparent building materials to be
visualized.
In this paper, we presented the first phase of developing an
integrated BIM-Game system for architectural design and visualiza-
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