xxi
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203 Figure 3.5.2 Static Mesh collision properties
Screen-captured and edited by Author.
204 Figure 3.5.3 Collision lines right after Importing from Revit
204 Figure 3.5.4 Fixed collision lines within UE4 with a physical material
By Twiz, “Unreal Engine 4 Tutorial - Export From Revit to UE4.”
205 Figure 3.5.5 Landscape Creation in UE4
207 Figure 3.6.1 Step 1: Import FBX model
207 Figure 3.6.2 Step 1 sequential frames
208 Figure 3.6.3 Step 2: Define entrances/exits and thresholds
208 Figure 3.6.4 Step 2 sequential frames
209 Figure 3.6.5 Step 3: Define Interactive Elements
209 Figure 3.6.6 Step 3 sequential frames
210 Figure 3.6.7 Step 4: Initiate the simulation
Simulated and screen-recorded by Author.
211 Figure 3.6.8 Step 4 sequential frames
Simulated and screen-recorded by Author.
213 Figure 3.6.10 Data visualization sequential frames
214 Figure 3.6.11 GUI controlled Solar Studies
Simulated and screen-recorded by Author.
215 Figure 3.6.12 GUI controlled Solar Studies sequential frames
Simulated and screen-recorded by Author.
217 Figure 3.6.14 Scenario programming sequential frames
Simulated and screen-recorded by Author.
219 Figure 3.6.16 Interactive perspective variation sequential frames
221 Figure 3.6.18 Virtual camera sequential frames
226 Figure 4.1.1 Open Space Condition
Simulated and screen-recorded by Author.
227 Figure 4.1.2 Open Space analytical frames
229 Figure 4.1.4 Corridor analytical frames
230 Figure 4.1.5 Intersection Condition
Simulated and screen-recorded by Author.
231 Figure 4.1.6 Intersection analytical frames
232 Figure 4.1.7 Expansion Condition
Simulated and screen-recorded by Author.
233 Figure 4.1.8 Expansion analytical frames
234 Figure 4.1.9 Open space condition sped-up 20x
Simulated and screen-recorded by Author.
234 Figure 4.1.10 Open space condition sped-up analytical frames
235 Figure 4.1.11 Grand Central Station time-lapse
235 Figure 4.1.12 Grand Central Station time-lapse analytical frames
Frame-captured by Author, from Rocketboom, “Time Lapse Grand Central Station.”
236 Figure 4.1.13 The simulated agents will react and adapt to a changing environment in real time.
Simulated and screen-recorded by Author.
237 Figure 4.1.14 Adaptive agents sequential frames
238 Figure 4.2.1 Cushion Revit model
239 Figure 4.2.2 Cushion Floor Plan
Illustrated by Author, CAD file obtained from the Cushion team.
240 Figure 4.2.3 Cushion crowd simulation
Simulated and screen-recorded by Author.
241 Figure 4.2.4 Cushion crowd simulation analytical frames
242 Figure 4.2.5 Cushion agent-comfort map
Simulated and screen-recorded by Author.
243 Figure 4.2.6 Cushion agent-comfort map analytical frames
244 Figure 4.2.7 Cushion real world footage
244 Figure 4.2.8 Cushion real world footage analytical frames
245 Figure 4.2.9 Cushion rendered visualization
245 Figure 4.2.10 Cushion rendered visualization analytical frames
247 Figure 4.2.11 Cushion rendered visualization without simulated crowds
247 Figure 4.2.12 Cushion rendered visualization analytical frames without simulated crowds
248 Figure 4.3.1 Riverside Gallery Revit model
249 Figure 4.3.2 Riverside Gallery Floor Plan
250 Figure 4.3.3 Riverside Gallery crowd simulation
Simulated and screen-recorded by Author.
251 Figure 4.3.4 Riverside Gallery crowd simulation analytical frames