Filed under: architectural resources, archvirtual, city planning, collaborative design, real estate, rl architecture, Uncategorized, urban planning | Tags: 3D, animation, AR, arch virtual, architecture, archtech engine, augmented reality, autodesk, BIM, CAD, cities, city, collaboration, community, design, downtown, dubuque, education, game engine, geography, GIS, google, government, historical, interactive, iowa, jon brouchoud, kml, main street, maya, planning, realtime, replica, resource, simulation, tour, Unity3d, urban, virtual, walk-through
Introducing Virtual Dubuque, a premiere development of our new Realtime Cities initiative by Arch Virtual, built with ArchTech Engine.
Read the full post HERE.
This new community resource will provide free and easy to access windows into interactive, customizable 3D models of cities. To learn more about how we can build a realtime model of your city or architectural project, send us a note here. We’re currently seeking development partners to build new features, create custom content, and build out additional architecture and cities around the world, so please send us a note to learn more.
Over the past year,we have been partnering with local businesses and organizations in Dubuque, Iowa to develop features and sponsored content, including a project in the Historic Millwork District for a local real estate developer (coming soon!), as well as the Masonic Temple, where international members of Demolay will be working with industry pioneers in developing a world-class learning environment, using Virtual Cities as its core platform.
Read the full post HERE.
“We’re harnessing the same technology used to make the latest iPad apps and XBox 360 games, but we’re not making a game, we’re building dynamic and ever-changing models of cities that are designed to serve as true community resources that can be easily accessed directly from a website,” said Jon Brouchoud, Founder of Virtual Cities.
Using ArchTech Engine and the Unity3D platform, we’re now able to transforms buildings, geography and entire cities into realtime 3D environments that are easily accessible, and can be embedded on your website, or deployed to a tablet. These interactive models can be geo-referenced to real-world coordinates, dynamically linked to databases, and layered with interactive content.
As visitors explore virtual cities, links to websites and additional information about nearby buildings, parks, and businesses appear automatically. For example, when you approach a restaurant, you can click through to read their menu. If you’re near a historic building, you can learn more about its past. Businesses and organizations can customize and enhance their space in the virtual model, layering it with more information or interactive features.
Read the full post HERE.
Proceeds from sponsorship and custom content are then re-invested in the ongoing development of the city model, enabling Realtime Cities to add more features, build new parts of the city, and refine models with more detail.
But a virtual replica is just the beginning.
“If you’ve ever experienced the Voices Gallery in the Millwork District of Dubuque Iowa, for example, you’ve seen how a building can be completely re-imagined into a destination that celebrates the unique architectural character of a place, yet transcends it to become something completely unique,” said Brouchoud.
“That’s really what Virtual Dubuque, and the Realtime Cities initiative is all about. A replica of the city as it is now will certainly have interesting use cases, but I’m looking forward to seeing how cities can be re-imagined within an environment where anything is possible.”
Read the full post HERE.
Read the full post HERE.
Filed under: architectural resources, architecture, autocad, real estate, Unity3d, urban planning | Tags: 3d environments, AEC, animation, arch tech engine, arch virtual, architectural drawings, architectural visualization, architecture, archtech, BIM, building, CAD, cg, city, collaboration, communication, computer, construction, education, engine, engineering, game development, geography, interactive models, learning environments, military, military simulations, multi-player, planning, prototype, simulation, training, Unity3d, urban, video, virtual, voice, voip, walk-through
[Intro video] I am very excited to announce the launch of our new ArchTech Engine, a technology that transforms buildings, cities and geography into realtime 3D environments that are easily accessible, and can be embedded on your website, or deployed to a tablet.
Read the full post HERE
These interactive models can be geo-referenced to real-world coordinates, dynamically linked to databases, and layered with interactive content.
Transform your architectural drawings and 3D models of almost any format (including CAD and BIM) into information-rich applications that are perfect for architectural visualization, and city planning, as well as learning environments, military simulations, historical recreations, training environments and more. Students can interact within a more memorable learning environment, and achieve much greater retention over reading a textbook. All within a web browser or tablet.
Your application can be customized to suit your project’s specific needs. Make it multiplayer with voice and video communication or a single player experience and add non-player characters or an entire crowd of people to bring it to life.
To learn more about Arch Tech Engine, or to get started on your own project, visit www.archtechengine.com Arch Tech Engine is built on the Unity3D, and was developed in partnership between Arch Virtual and Tipodean Technologies.
Read the full post HERE
Filed under: rl architecture, Uncategorized, Unity, Unity3d | Tags: animation, arch virtual, architecture, arcspace, BIM, blueprints, CAD, cg, collaboration, computer, faculty, graphics, import, jon brouchoud, replicate, rutgers, school of business, simulate, simulation, student, ten arquitectos, virtual, visualization, walk-through
Construction is now officially underway on the new Rutgers School of Business, designed by the renowned architecture studio Ten Arquitectos (frequently covered by arcspace), but you don’t have to wait until construction is complete to explore the new design! Arch Virtual recently completed a virtual prototype of the new facility for Rutgers University, replicating the design based on architectural CAD drawings, BIM models and blueprints provided by the architect, then publishing them into realtime 3D with the Unity3D game engine. See a video preview of the virtual model below, and see some screenshots of the model here.
Read the rest of this post on our new site HERE.
Rutgers University leveraged the best of several virtual platforms throughout design development of this project. In early design phases, Arch Virtual replicated the design in Second Life, which was ideal for recreating the schematic and conceptual models and making the design accessible to students and faculty (seen here). That model was then brought into OpenSim, where it was integrated into a more comprehensive model of the campus, including more of the context surrounding the Business School’s new building site.
When final construction documents were ready, we interpreted the architect’s CAD drawings and BIM model with Autodesk Maya, that could be brought into the Unity3D game development engine. Rutgers worked with Tipodean Technologies to export their OpenSim islands, including buildings surrounding the new business school. Tipodean converted them into Collada mesh format, along with the textures, which were then added to the Unity3D environment. The final result is a blend of the architectural model alongside meshes exported from OpenSim.
Read the rest of this post on our new site HERE.
With the model in Unity, Rutgers will now be able to embed the virtual model into a variety of formats. For example, they can embed the model directly a website or Facebook page, but could also publish the same model to be accessible from Android or iPad mobile devices, or as stand-alone applications that can be installed on a Mac or PC and run locally without being online, and at full screen.
To follow the progress of the virtual Rutgers School of Business, join the Rutgers University Virtual Worlds facebook page at: http://www.facebook.com/ruvw3d
To learn more about how Arch Virtual can translate your blueprints, CAD, or BIM file into a virtual experience, contact us here. http://archvirtual.com/?page_id=3388
Read the rest of this post on our new site HERE.
Filed under: architect, architecture, second life | Tags: AEC, animation, architecture, BIM, CAD, construction, daden, engineering, information, multi-user, online, realtime, second life, virtual world, visualization, walkthrough
Check out this article HERE.
“Whilst the hype (and marketing interest) around virtualworlds has faded, the technology is increasingly being used in areas such as training & education,collaboration and data visualisation. This paper explores the on-going use, and future opportunity, of virtual worlds to help model the built environment, and as a result to use the virtual world to build a better physical world.”
There are a number of key differences here in comparison to more traditional Architecture, Engineering and Construction (AEC) visualisation tools.Principally that:
- The user is embodied in the world as an avatar, rather than having just a “camera” view
- The avatar/user can go where they like, and interact with the build
- The environment is multi-user, so users can interact with other users
- The environment is rendered in real-time, so although visual quality may not be as high, the environment can be far more dynamic and flexible, and renders instantly rather than needing an over-night render-farm.
I also appreciate their list of advantages of using virtual worlds in AEC fields:
The advantages of virtual worlds such as Second Life include:
• The ability to make changes instantly, in-world
• The ability to support multiple users in the same space – typically 50-100 (but of course you can always clone spaces)
• The ability to make things interactive – even linking computers to real computer applications, and signs to real signage systems
• The ability to not only integrate building environmental and performance data, but also to visualise it in new and effective ways
• The ability for users to peel-back layers of a building to see structural and service components
• The ability for users to annotate the space, feeding back comments which can be automatically collated
• The ability to track users through the building, and their interactions with its systems
• The ability to let users choose between configurations and vote on them
• The ability to support “live use” of the building, eg for entertainment or training
• The ability to clone the building to create multiple copies to explore what-ifs
• The ability to use the same platform to support virtual meetings, conferences, training, collaboration etc
• Dynamic rendering which enables the instant changes and multi-user deployment
Extranet Evolution has a great write-up (link) about this paper as well. Consequently, Paul Wilkinson’s twitter feed is also a must-follow resource for anyone interested in construction collaboration technologies (and more!) – follow him @EEPaul
This site has moved to
www.archvirtual.com
Check out this article HERE.
Filed under: architect, architecture, rl architecture, second life | Tags: academic, AEC, architecture, BIM, building, information, information technology, ITcon, journal, model, research, second life
This site has moved to archvirtual.com Find this article here: http://archvirtual.com/?p=3275
If there was ever any doubt that virtual worlds have a place in architectural practice and education, this month’s special issue of ITcon presents a staggering amount of content that is sure to help promote the use of virtual worlds and game engines within AEC industries and beyond.
The Journal of Information Technology in Construction (ITcon) is a peer-reviewed scholarly publication recently published a special issue dedicated to the use of virtual world technology in architecture, civil engineering and facility management.
“Virtual worlds, which are similar to the computer games with which they share technology, take their participants called residents to new places beyond the physical and geographic limitations of the real world. Residents become producers of content in the virtual world, designing and developing the environment around their own interests. This virtual world technology can offer significant benefits for AEC disciplines from 3D walkthroughs, interactive visualization, through virtual collaboration, design and planning to education, and training. The special issue is aimed to provide insights into the use of virtual world technology in AEC and includes seven papers with authors representing institutions in Australia, Canada, Finland, New Zealand, UK, and the USA.”
The papers are all free to review, published with open access distributed under creative commons license, so be sure to check out this incredible resource.
Here are a few snippets taken from their summaries – just to provide a sampling of what you can expect to find in this issue:
“This paper investigates the innovative use of emerging multiuser virtual world technologies for supporting human-human collaboration and human-computer co-creativity in design.” (link)
“This paper presents the concept of Building interactive Modeling (BiM) which complements the capabilities of BIM with social interaction to enhance collaborative information and knowledge sharing. Role-playing scenarios developed in Second Life demonstrate specific opportunities of BiM.” (link)
“…study of design collaboration in the CyberGRID (Cyber-enabled Global Research Infrastructure for Design), a virtual collaborative space developed in Second Life to support design work in global virtual networks. (link)
“This paper will bring evidence to bear that suggests the value in using Virtual Environments (VE’s) is in their potential to facilitate collaboration … scrutinize design and construction in the VE Second Life.” (link)
“The paper presents potential utilization of Second Life© (SL) in enhancing learning/training construction project management.” (link)
“The research potential of Second Life in construction: the whole life cycle costing example.” (link)
This site has moved to
www.archvirtual.com
This site has moved towww.archvirtual.com
This is a 2 part video tutorial series, providing an overview of the process involved with importing architectural models into Unity3d. In this case, we’re using Revit Architecture 2009, but the process is relatively universal, and can be applied to just about any architectural CAD or BIM software. After importing your model, try out our Architectural Beginner’s Kit, which enables you to quickly add operable doors, lights, material changers, orbiting cameras and more. If you need some help, or would rather not tackle this on your own, I can also be brought in as a consultant to help with your project.
Filed under: Unity3d | Tags: architecture, BIM, browser, CAD, camera, changer, control, illustration, material, orbit, realtime, rendering, texture, Unity3d, visualization, walk-through
This site has moved to www.acadicus.com
No doubt about it, Unity3D is a game changer for realtime, online architectural visualization. Illustrations, animations and renderings are great, but online realtime 3D is better, and no other platform comes even remotely close to providing the level of flexibility, sophistication and ease of use that Unity offers. Import your Revit model, publish the file to your website, and walk through the design in realtime from within your browser. Its a killer app for architectural visualization, and best of all, its free.
You can download it HERE and start importing your models right away. But if you’re an architect or designer with limited experience, even the simplest functions like doors, lights and cameras can be time consuming to master. To help speed up your learning curve, we developed an ‘Architectural Beginner’s Kit’ designed specifically for architects and designers getting started with Unity3d.
This kit combines detailed tutorial documentation within a Unity package that contains some simple prefab items you can put to use right away. You can drag and drop these items into your scene, but you also read the documentation to understand how they work, and how you might customize them to suit your project’s specific requirements. Check out this preview build, showing off some of the kit’s elements.
This kit is only intended to serve as a beginner’s guide, to help get your architecture or design visualization project started with some very simple elements. Some of the prefab elements included may be immediately useful in your projects, while others may require additional customization to suite your project’s specific needs.
Here are the elements you will receive with this kit:
- Switch between lighting scenarios
- Users click a button on the User Interface to switch tagged lights on and off
- Example Use Case: Turn on or off different lighting scenarios – daytime, nighttime, etc.
- Camera / Player Options
- First Person Player – prefab and documentation describing how to setup a ‘player’ for your model, that visitors will use to explore the design
- Click and Orbit Camera – allows visitor to click a button on the interface to get a distant, orbiting view of the design
- Materials Changer – 2 setup options
- Select an object, then click on different texture options displayed on the user interface.
- Click on object -> Material Changes – multiple-clicks on the same object cycles through all textures
- Doors
- Door automatically opens whenever visitor approaches it – automatically closes when visitor leaves
- 2 Door Types
- hinged door – rotates 90 degrees
- sliding door – slides X distance right or left
- Crosshair setup
- interaction with the design
- Reticle setup – for highlighting objects
Filed under: Uncategorized | Tags: architects, architecture, BIM, CAD, damon hernandez, exitreality, interoperability, opensim, realxtend, revit, second life, virtual worlds, visibuild, vivaty, vrml, web3d, x3d
A few weeks ago, I posted a video showing how my Revit model was imported into realxtend by Visibuild. It generated lots of interest and traffic, suggesting to me that model interoperability is an important priority for lots of us.
Shortly after posting that my friend Damon Hernandez, always a spirited supporter of X3D, asked if I would send him that same Revit model so he could demonstrate the capabilities of X3D. The closest I had ever come to seeing some of the more current X3D applications in action is while exploring Vivaty or ExitReality, and I was excited to see what he could do with it. 24 hours later, he sent me this video showing that same model in several X3D based environments. What an impressive and entirely convincing demonstration! I had no idea X3D had come so far.
This is by no means an exhaustive demonstration of everything X3D can do, and is only intended to serve as an introduction. But what I find most compelling is the fact that this model can retain its metadata, and theoretically retain its BIM data. If we were to develop a fully interactive model of a building, visitors could drill through this metadata, clicking any material or product in the home and discovering specific information about each building component. I’m told it could even be useful as a CAM model, whereby manufacturers could interpret this data and use robots to assemble the home in real life.
So, here I have a seemingly limitless range of opportunities at my fingertips, yet this model – even if it were fully textured and polished – would not be useful to me in real-life practice. The design is far from final, and we are still ironing out several key features such as the living room ceiling, the front entry, and the fireplace/hearth. If I’m working with X3D, I have the option of either 1.) waiting until the model is final before sending it to be imported 2.) send several batches of different design ideas and have them all imported 3.) become an X3D geek, and figure out how to import it myself, so I can do so on-the-fly as we develop new ideas.
No matter how I approach it, it isn’t useful to me as a schematic design tool – nor is it necessarily intended, or ready to be used that way (yet). So, we really are comparing apples to oranges. It isn’t that one platform is necessarily better than another, but that they each hold value in different phases of the design process. As you could see in the realxtend demo included in my first post, I was able to simply exclude parts of the design weren’t finalized yet, then use the in-world modeling tools to mock up several options to share with our clients. Those elements can be edited in realtime, while the client is present – and we can cycle through lots of different material and color options.
When my model was first imported into Visibuild, it looked exactly like it does on this video – raw and unedited. But the difference is that with Visibuild, I was personally able to log in and continue designing and testing new ideas. Using prims to build really does feel like sketching to me, only better, and within the context of my Revit model that contained room sizes and plan layout that had already been approved. I can also build the entourage myself, exactly the way I want it. I can import 3D Warehouse models if I want, or from any range of stock 3D entourage resources available. The key is that I can easily do it myself, and the learning curve is nowhere as steep as it would be if I wanted to do the same in X3D.
That doesn’t take anything away from X3D as an incredibly powerful technology. In fact, it could be that it’s far too powerful for what I primarily use virtual worlds for. As an open standard ‘simulation level’ technology, its actually reaching down to enable multi-user and simple representation of geometry. Its power lies in the ability to eventually attain things like simulation-level physics, and retention of metadata. This is surely the new frontier for architecture and virtual environments. Once we achieve seamless interoperability of geometry, our next major priority will be seamless data interoperability so our ‘smart’ BIM models don’t have to become ‘dumb’ each time they enter or leave a virtual environment.
Until then, it seems there might be an opportunity for collaboration here. I know nothing about the core technology at work behind all of this, but I do know that one of these world is currently best for pre-design and design development, and the other is better for final design visualization and post-design. Could they ever meet half way? Will X3D eventually include in-world modeling and collaboration tools? Will realxtend models someday become simulation level technology and retain metadata? If geometry and data become fluidly interoperable, will it even matter?
Filed under: rl architecture | Tags: 3d model, 3D warehouse, architect, architecture, BIM, collaborative, illustration, import, jon brouchoud, jules vos, keystone bouchard, opensim, realxtend, rendering, revit, second life, Sketchup, virtual, visibuild, visualization
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It happened exactly 1 year, to the day I first contacted Jani Pirkola former project manager of the Realxtend team. I heard rumors late in 2007 that they had goals to accelerate the development of the ‘opensim‘ platform, and one of their priorities was 3D model imports. The conversation continued until a few weeks ago, when I received an e-mail from Jules Vos, founder of Visibuild, a company he founded aimed at leveraging and improving the capabilities of Realxtend, specifically targeting his efforts at architecture and the built environment.
He asked for an exported file from one of my Revit models, and the next day he sent me a log-in and password to the Visibuild sim where the model was hosted. Needless to say, after all these years of waiting, I was skeptical, yet hopeful. I logged in, and there I was – standing on the front porch of our client’s soon-to-be new home we had designed! It was exactly as I had left it during my last Save As! This was a dream come true, that had been 10 years in the making. I was absolutely blown away. My Revit model was virtual! Here it is shortly after import:
Before long I had the model populated with tables, chairs, sofa, stove, a Jenn-Air appliances, Kohler fixtures and more – all imported from Google’s 3D Warehouse, most of which are exact or near-perfect matches to the ones specified. Google’s 3d warehouse is very extensive, and carries one of the largest collection of free 3d models available. Thanks to Peter Quirk for the Sketchup import tutorial!
I left parts of the design out of the imported mesh that we were still designing, and was able to enjoy the best of both worlds by building those pieces with primitive objects using the in-world building tools. This way, I could make immediate use of the model as a collaboration tool with our clients by testing, for example, ceiling options in the living room, and trying out an alternate arrangement of the porch and entry area. There is no limitation to the size of primitive objects here (the limit is 10 meters in Second Life), so it becomes much easier to model without always having to bandage the model to work around size limitations.
The client’s first reaction after seeing a teaser was “I want more!” so I think we can safely say the value of a virtual model was immediately evident.
Even a quick proof-of-concept study of imported buildings that surrounded a project site in Manhattan was fruitful. When almost any model format can be imported, it feels like the whole world has opened up – and the possibilities are truly without limit.
Another key feature of this environment is the dynamic shade and shadows. You need a decent graphics card to experience it, but its nice to know that the feature is available when you’re ready for it. One common complaint for architects exploring the use of Second Life in professional practice was the plasticness of the builds, and the inability to convey the way light and shadow will effect the architecture. The code for dynamic shadows has been available for some time now, but has yet to be implemented in any of the newest viewer releases. This is surely a key fundamental to an architect’s concern in design development, and experiencing a building without light and shade doesn’t as accurately reflect the experience you will get in real life.
Since most modern architectural software automatically generates 3D models anyway, the gap between your model and a virtual environment is no longer treacherous or time consuming – but relatively simple (or cost effective if you’d rather have someone else import it for you). If you already model in SketchUp, for example – you’re only a few clicks away from enjoying the benefits of experiencing the model virtually and inviting others to experience it with you in realtime. The bottom line is, most architects utilize 3D models at some point in the design development process anyway. With Visibuild, you’re just one ‘save as’ away from leveraging the value of that model, and enjoying all of the many benefits a virtual environment affords.
These are some of the qualities of this environment I find most powerful:
- The capacity to import 3D Models from just about any industry standard 3D package
- Its accessible – there is very little mystery around how this works, and it isn’t terribly complicated or expensive.
- It is built on an open source platform, and with a little experimentation you can roll up your sleeves and tinker with it. You still have the option of hiring others to get everything set up for you. The choice is yours.
- User-generated content. I can’t modify the imported mesh in-world, but I can leave off parts of the build that aren’t finalized and use the simple in-world building tools to test ideas on the fly.
- Multi-user. I can create an account for each of my clients and project stakeholders (builders, subs, etc.) We can all occupy the building at the same time, from our own computers, wherever we happen to be in the world. I can also customize their accounts ahead of time – so their avatars look good, and they appear right at the front door.
- Realtime. Unlike an prescriptive illustration or animation, you get to choose how, when and where your avatar moves. This is much closer to the way people actually experience architecture.
- Collaborative. Multiple users can work together on a single group of objects to explore ideas – this capability is at the heart of what Studio Wikitecture is exploring.
- Shade and Shadows, and the ability to cycle through any day/night setting and customize the sky to whatever settings you like
- The incorporation of avatars. I think this provides an enhanced sense of immersion and a feeling of actually being in the space.
This is truly a defining moment in the story of virtual worlds and architecture!