• Title/Summary/Keyword: Level of Detail(LOD)

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Open BIM-based quantity take-off system for schematic estimation of building frame in early design stage

  • Choi, Jungsik;Kim, Hansaem;Kim, Inhan
    • Journal of Computational Design and Engineering
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    • v.2 no.1
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    • pp.16-25
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    • 2015
  • Since construction projects are large and complex, it is especially important to provide concurrent construction process to BIM models with construction automation. In particular, the schematic Quantity Take-Off (QTO) estimation on the BIM models is a strategy, which can be used to assist decision making in just minutes, because 70-80% of construction costs are determined by designers' decisions in the early design stage. This paper suggests a QTO process and a QTO prototype system within the building frame of Open BIM to improve the low reliability of estimation in the early design stage. The research consists of the following four steps: (1) analyzing Level of Detail (LOD) at the early design stage to apply to the QTO process and system, (2) BIM modeling for Open BIM based QTO, (3) checking the quality of the BIM model based on the checklist for applying to QTO and improving constructability, and (4) developing and verifying a QTO prototype system. The proposed QTO system is useful for improving the reliability of schematic estimation through decreasing risk factors and shortening time required.

A Collision Detection and Octree Partitioning Method using CLOD (CLOD 를 활용한 충돌검출과 옥트리 분할 기법)

  • Lee, Sookng-Ug;Park, Kyung-Hwan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2001.10a
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    • pp.615-618
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    • 2001
  • 본 논문은 기존의 3D 게임 엔진에 실시간으로 상호 작용이 가능하고 3D MMORPG(Massive Multi-play Online Role flaying Game) 게임에 적합한 가상 공간을 표현하기 위한 필요한 기술을 분석하고 이를 활용하려 한다. 기존의 머드 게임에 3 차원 기술을 적용하고, 3 차원 물체를 모델링 하는데 있어서 메쉬나 버텍스, 혹은 폴리곤으로 사실적인 지형 처리와 렌드링 속도 향상을 위하여 3 차원 개체의 폴리곤을 동적으로 생성시키고 가시성 판단이나 충돌 검출을 위한 방법으로 Height field 처리 기법과 거리에 변화에 따라 다르게 모델링 된 데이터를 선택적으로 사용하는 CLOD(Continuous Level of Detail) 처리 기법과 입체 컬링 방법으로 옥트리를 이용하여 가상공간을 분해하기 위한 자료 구조로 사용한다. 거리의 변화에 따라 지형을 표현하는 vertex 들을 병합 또는 삭제함으로써 그 표현의 정도를 동적으로 달리 할 수 있는 CLOD 를 이용하여 카메라의 위치와 방향에 따라 적절한 폴리곤을 생성해 낼 수 있다. 본 논문은 기존의 3 차원 공간을 표현하기 위하여 사용되고 있는 옥트리 구조를 이용하여 공간을 분할하고, 이를 세부 수준으로 나누어 처리하기 위한 LOD(Level of Detail)와 CLOD 개념을 이용하여 외부지형을 폴리곤으로 표현하는 방법에 대한 처리 기법과 가시성 판단이나 충돌 검출을 위한 방법을 제시하려 한다.

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A Case Study of Status and Characteristics of the BIM Standard in China (중국 BIM 표준의 현황과 특성에 관한 사례 분석)

  • Shin, Kyoo-Chul
    • Journal of KIBIM
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    • v.8 no.3
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    • pp.20-30
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    • 2018
  • The Standard for BIM in Construction of China was released in 2017. The Unified Standard for BIM of China also took effects on 2017. The BIM standards of China needs to be compared with those related guidelines of Korea to find the status and characteristics for future development of BIM application in both countries' construction industries. The research methodology is a case study of comparing various standards of both countries. The case study results reveals many interesting issues for future BIM application and guidelines for practice of design and construction process. The research foundings include followings : LOD (Level of development) are well defined including LOD 350 in Chinese Standard. P-BIM(Practice based BIM) concepts and series of standards are set for the well-defined design and construction process by work stage in China. Korean standards shows more processes of design and documentation in detail. Major three aspects, particularity in BIM standard by work trade, practicality in BIM work process of design and construction, and professionality in subjects of BIM application, are analyzed and compared with various Guidelines of BIM in both countries.

Multi-resolutional Representation of B-rep Model Using Feature Conversion (특징형상 변환을 이용한 B-rep모델의 다중해상도 구현)

  • 최동혁;김태완;이건우
    • Korean Journal of Computational Design and Engineering
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    • v.7 no.2
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    • pp.121-130
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    • 2002
  • The concept of Level Of Detail (LOD) was introduced and has been used to enhance display performance and to carry out certain engineering analysis effectively. We would like to use an adequate complexity level for each geometric model depending on specific engineering needs and purposes. Solid modeling systems are widely used in industry, and are applied to advanced applications such as virtual assembly. In addition, as the demand to share these engineering tasks through networks is emerging, the problem of building a solid model of an appropriate resolution to a given application becomes a matter of great necessity. However, current researches are mostly focused on triangular mesh models and various operators to reduce the number of triangles. So we are working on the multi-resolution of the solid model itself, rather than that of the triangular mesh model. In this paper, we propose multi-resolution representation of B-rep model by reordering and converting design features into an enclosing volume and subtractive features.

A Study on The Correlation Analysis Between IFC and CityGML for Efficient Utilization of Construction Data and GIS Data (건설데이터와 GIS데이터의 효율적 활용을 위한 IFC와 CityGML 간의 연관성 분석 연구)

  • Hwang, Jung Rae;Kang, Tae Wook;Hong, Chang Hee
    • Spatial Information Research
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    • v.20 no.5
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    • pp.49-56
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    • 2012
  • Recently, various researches have been attempted to link or integrate BIM and GIS. In particular, some of the researches were progressed to convert the data model between the BIM standard model IFC and the GIS standard model CityGML. However, it is hard to utilize the previous research results yet because characteristics and domains of between two data models are very different, In order to obtain the correlation between BIM and GIS, in this research, we analyzed the characteristics between IFC and CityGML objects of each LOD, And, we analyzed the correlation of IFC and CityGML by performing mapping between IFC and CityGML objects from view point of building with these characteristics. In this research, based on these correlation analysis results, we proposed the efficient interrelation plan between IFC and CityGML.

A Study on Feature-Based Multi-Resolution Modelling - Part I: Effective Zones of Features (특징형상기반 다중해상도 모델링에 관한 연구 - Part I: 특징형상의 유효영역)

  • Lee K.Y.;Lee S.H.
    • Korean Journal of Computational Design and Engineering
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    • v.10 no.6
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    • pp.432-443
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    • 2005
  • Recent three-dimensional feature-based CAD systems based on solid or non-manifold modelling functionality have been widely used for product design in manufacturing companies. When product models associated with features are used in various downstream applications such as analysis, however, simplified and abstracted models at various levels of detail (LODs) are frequently more desirable and useful than the full detailed model. To provide multi-resolution models, the features need to be rearranged according to a criterion that measures the significance of the feature. However, if the features are rearranged, the resulting shape is possibly different from the original because union and subtraction Boolean operations are not commutative. To solve this problem, in this paper, the new concept of the effective zone of a feature is defined and identified using Boolean algebra. By introducing the effective zone, an arbitrary rearrangement of features becomes possible and arbitrary LOD criteria may be selected to suit various applications. Besides, because the effective zone of a feature is independent of the data structure of the model, the multi-resolution modelling algorithm based on the effective zone can be implemented on any 3D CAD system based on conventional solid representations as well as non-manifold topological (NMT) representations.

Improving the Rendering Speed of 3D Model Animation on Smart Phones

  • Ng, Cong Jie;Hwang, Gi-Hyun;Kang, Dae-Ki
    • Journal of information and communication convergence engineering
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    • v.9 no.3
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    • pp.266-270
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    • 2011
  • The advancement of technology enables smart phones or handheld devices to render complex 3D graphics. However, the processing power and memory of smart phones remain very limited to render high polygon and details 3D models especially on games which requires animation, physic engine, or augmented reality. In this paper, several techniques will be introduced to speed up the computation and reducing the number of vertices of the 3D meshes without losing much detail.

Design of Real-Time Rendering System for HMD Simulation of Aircraft (항공기 HMD 시뮬레이션을 위한 실시간 렌더링 시스템 설계)

  • Im, Ju-Ho;Lee, Chung-Jae;Ha, Ok-Gyun;Kim, Gi-Il
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.27-28
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    • 2016
  • 실시간 렌더링 시스템에서 시야를 변경하는 속도가 증가할수록 FPS(Frame Per Second)가 감소하는 문제가 발생한다. 이에 따라 시야 변경이 증가할수록 감소하는 FPS를 향상하기 위한 렌더링 최적화 기술이 요구되며, 본 논문에서는 동적 LOD(Level of Detail)와 컬링 기술을 적용하여 실시간 렌더링 과정에서 렌더링 데이터를 감소함으로써 저하되는 FPS를 증가시키기 위한 렌더링 최적화 기법과 HMD(Helmet Mounted Display)의 움직임에 따라 변경된 시야각을 적용한 OSG(Open Scene Graph) 기반 실시간 렌더링 시스템을 제시한다.

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Information Modeling of Modular Bridge Pier using BIM Based 3D-Model Library (BIM 기반 3차원 모델 라이브러리를 통한 모듈러 교각의 정보모델링)

  • Jo, Jae-Hun;Kim, Dong-Wook;Lee, Kwang-Myong;Nam, Sang-Hyeok
    • Journal of KIBIM
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    • v.3 no.4
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    • pp.11-18
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    • 2013
  • Modular technology has become a major issue of the construction industries to enhance their productivity. Modular bridge construction generally requires the collaboration between the contractor, designer, fabricator and constructor. Therefore, a readily accessible information model based on BIM technology should be provided for their communication during a construction project life-cycle. In this study, BIM based 3D information modeling was carried out for the modular bridge pier. First, the product breakdown structure (PBS) and level of detail (LOD) of the pier were defined. Based on them, 3D models were created by using parametric modeling method. In addition, database was constructed for the exchange of geometry and property data of 3D models. Finally, application areas of 3D information model were suggested, including the quantity estimation and the 4D simulation.

Progressive Motions (점진적 동작)

  • Yoo, Kwan-Hee;Ko, In-Young;Kim, Il-Soo;Ha, Jong-Sung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.05a
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    • pp.385-388
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    • 2003
  • 모션 캡쳐 장비 혹은 모션 생성 소프트웨어에 의해 만들어진 캐릭터 모션이 3차원 게임 및 애니메이션에서 캐릭터의 동작을 시뮬레이션하기 위해 사용된다. 그러나 생성된 캐릭터 모션이 세밀하면 세밀할수록 캐릭터의 동작은 자연스럽지만 그래픽스 시스템에서 렌더링 성능, 전송 대역폭 및 저장 능력에 문제를 발생시킨다. 본 논문에서는 임의의 캐릭터 동작을 효율적으로 자장하고 전송할 수 있는 점진적 동작 (progressive motions) 기법을 제시한다. 점진적 동작 기법은 동작의 단순화 및 동작의 LOD(level of detail)에 효과적으로 적용될 수 있다.

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