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Introduction and Theory |Proposed Framework

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Introduction and Theory |Proposed Framework

Proposed Framework

To move forward, architecture needs to look beyond the static frame, but to do that, the issue of time-constrained visualizations needs to be addressed. Rather than wait for computation to progress to a point that renderings within current native architectural pipelines can be calculated instantly, it is possible to reduce the amount of time required by moving towards a more efficient visualization pipeline.

As mentioned in Chapter 1.2, current architectural visualization workflows have a large disconnect between design and production visualizations, the cause of which can be due to the lethargy of current visualization tools, which forces compromises throughout the stages of architectural design. These problems can be alleviated somewhat by utilizing a more efficient visualization workflow. The tools of pitch and design were originally separated due to limitations within current software, but now with faster computational power, as well as the advent of game engines, there is the potential to integrate these tools within the same workflow. In doing so, it becomes possible to incorporate dynamic visualizations at the earlier stages of design, which can benefit not only the resulting design but also the resulting pitch to the clients.

To be realistic with the scope of this thesis, however, it is necessary to focus on a singular beneficial aspect to improve upon within architectural visualization. Comparing static and dynamic architectural spaces, the one thing that remains consistent is the existence of occupants, and the thing that remains problematic when visualizing these spaces is the inadequate portrayal of these occupants. No matter the function of architecture, it is usually intended to be designed to be inhabited. As stated in Chapter 1.1, occupants are at the root of dynamics within the space, even before introducing any dynamic architectural elements. People are inherently dynamic, and as such, any space that is occupied, be it originally static or dynamic, will naturally become dynamic, for people themselves are dynamic elements.

People are a constant in static and dynamic architecture, as well as exterior and interior spaces, therefore, being able to visualize them in these various contexts and scales can be practical in both design and communication between the architect, client, and user groups. As seen in Chapter 1.2, however, adding people to renderings usually seems to be a rushed endeavor which results in a lackluster portrayal of how these occupants interact with the space. Architects design buildings for occupants to inhabit, and yet they rarely visualize them during the design phase due to time constraints and the lack of integration within current workflows. While there are commercial crowd simulation tools available for architectural visualization—in standalone forms such as Massive[1] and Massmotion[2], plug-ins such as Miarmy[3] and Golaem[4], or

1 “What Is Massive?,” Massive Software, accessed October 17, 2019, http://www.massivesoftware.com/applications.html.

2 “Crowd Simulation Software: MassMotion,” Oasys, accessed October 17, 2019, https://www.oasys-software.com/products/pedestrian-simulation/massmotion/.

3 “Miarmy,” Basefount Company, accessed October 17, 2019, http://www.basefount.com/miarmy.html.

4 “Digital Extras at Your Fingertips,” Golaem, accessed October 17, 2019, http://golaem.com/.

Massive

From Film Radar, trimmed by Author, “Special Effects in The Lord of the Rings: The Essence of Movie Magic,” YouTube, 12:08, accessed December 18,

Golaem

By Golaem, trimmed by Author, “Golaem Crowd 4: Take Control of Your Crowds,” YouTube, 3:17, accessed December 19, 2019, https://www.youtube.

Miarmy

Figure 1.4.1 - 1.4.3

These are 3 examples of cur-rent crowd simulation tools on the market that are tailored towards film production. While these are impressive tools for generating complex-ity within crowd simulations, they prioritize more on con-trolling the crowds through the space instead of visualizing what the crowds might do within such a space. On top of this, most of them require a substantial setup as well as rendering time to obtain results close to what is shown in the films, which makes it harder to integrate within cur-rent architectural visualization pipelines. These extra steps and time requirements can incentivize architects to skip visualizing crowds entirely in tight deadlines.