ix

Table of Contents

Author’s Declarationiii

Abstractv

Acknowledgmentsvii

List of Figuresxi

List of Abbreviationsxxv

Technical Notexxvii

Part 1 | Introduction and Theory1

Chapter 1.1 | Emergence of Interactive and Dynamic Architecture 5

Chapter 1.2 | Inadequacy of Current Visualization Methods 22

Chapter 1.3 | Advent and Progression of the Gaming Engine45

Chapter 1.4 | Proposed Framework62

Part 2 | Technical Research67

Chapter 2.1 | Simulations Ideology70

Chapter 2.2 | Establishing Model Methodology78

Chapter 2.3 | Abstracting the Human Systems 92

Chapter 2.4 | Spatial Functions120

Chapter 2.5 | Prototyping the System Model128

Part 3 | Tool Creation131

Chapter 3.1 | Utilizing the Gaming Engine 134

Chapter 3.2 | Asset Creation138

Chapter 3.3 | Human Agents140

Chapter 3.4 | Architectural Objects192

Chapter 3.5 | Environment Context202

Chapter 3.6 | Application Methodology206

Part 4 | Tool Evaluation223

Chapter 4.1 | Spatial Conditions226

Chapter 4.2 | Nuit Blanche Cushion238

Chapter 4.3 | Riverside Gallery248

Part 5 | Next Steps259

Chapter 5.1 | Simulation Improvements262

Chapter 5.2 | Photorealism266

Chapter 5.3 | Virtual Reality270

Chapter 5.4 | Workflow Refinements274

Bibliography279