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AECbytes Viewpoint
#25 (May 9, 2006)
Expressive 3D Components for Building
Simulation and BIM
Fred Abler, CEO, FormFonts.com
Design instructor and researcher,
CAL POLY
The transfer of sophisticated Non-Photo
Realistic (NPR) rendering technology
from the entertainment industry (animation
and video games) to the AEC industry
will have far-reaching effects on
building simulation and on data-driven
Building Information Modeling (BIM).
The so called "NPR shaders"
are small graphics programs that plug
into software or reside natively on
powerful graphics cards. They enable
the same hard-edged 3D geometry to
be flexibly re-presented in a myriad
of artistic styles, for example, sketchy,
watercolor, oil painting, or any of
several other traditional analog media
styles (see Figures 1 and 2). While
these real-time rendering styles are
currently applied to all objects in
the 3D scenegraph (a scenegraph
is a general data structure commonly
used by vector-based graphics editing
applications and modern computer games),
ongoing developments in NPR now permit
shading at per object and per pixel
scales. Soon, each 3D object in a
scenegraph (or even any part of it)
can be rendered in its own unique
graphical style.


Expressive Graphics
Because NPR shaders enable multiple
artistic styles to be applied to traditional
"CAD" geometry, I refer
to them as expressive graphics,
and will use that term in favor of
the less descriptive "NPR"
acronym. Expressive graphics will
become key technology in building
simulation and BIM at a number of
levels. Most obviously, they will
enable 3D designers to express
their design intent and relative levels
of design maturity graphically. For
the first time, 3D geometry can be
used for something as subtle and important
as personal and interpersonal design
communications. Expressive graphics
will enable designers to quickly explore
initial concepts in "soft"
3D, rather than render them out in
hard-line or photorealistic images
indistinguishable from as-built photographs.
This same expressive geometry can
then subtly be re-purposed for client
presentationwithout conveying
that unmistakable "hard-edged"
feeling of design immutability. While
such uses may sound subtle, romantic,
or even peripheral to something as
staid as information modeling, expressive
graphics will simply make 3D more
relevant to the architectural design
process, enabling 3D building designs
to be "born" digitally.
Expressive graphics will also become
an essential enabler of Building Information
Modeling (BIM). As a highly collaborative
process, BIM requires what can without
exaggeration be characterized as "extreme
collaboration." To be included
in this highly pluralistic process,
designers will need more expressive
graphics for shared mark-ups of evolving
3D building designs. One can imagine
for example, an architect in Bombay
wanting to "redline"' part
of a 3D building design for review
by another consultant and architect
based in London. At the moment, while
some file-based 3D markup software
exist (see Adobe
Acrobat 3D), direct 3D markup
functionality or true "in-world"
editing will be needed for 3D model
servers in high-bandwidth environments.
Designers would like to use interactive
building simulations to explore and
document emergent building design(s)
from the earliest outset. To realize
this potential, however, designers
will need to share sophisticated new
visible languages that expressive
graphics enable, in addition to the
necessary technologies of model servers,
high bandwidth, interoperability,
3D "layer standards," and
others.
Expressive graphics are also the
unexpected key to rationalizing investment
in BIM for the AEC industry as a whole.
Building simulation and BIM are currently
but one aspect of the larger delivery
pipeline that Seletsky calls digital
design (see AEC
Viewpoints #19). Restated with
different emphasis, BIM cannot yet
span the full length of the AEC project
pipeline: from conceptual to schematic
design, client presentation, cost
estimation and construction documentation,
fabrication, transportation, building,
and facilities management. This limitation
stimulated contention and visioning
as to "How-to-BIM?," questions
of "Where, When, Who, Why, Return-on-investment
(ROI)," a debate that is polarizing
the AEC industry. A major impediment
to industry-wide BIM penetration is
the de facto use of BIM as an errors
and omissions (E&O) check on already
"constructable" building
designs. This downstream application
further separates those who design
from those who construct buildings,
which is both unfortunate and counterproductive.
The essential search for a "first
use" and ROI for building simulation
and BIM are being badly misdirected.
By exploiting such new technologies
as expressive graphics, it is conceptually
feasible to span the entire AEC services
pipeline using the same highly expressive
3D building components. While some
might argue that the expressive visualization
of building components could not hamper
something as important as BIM, I contend
that many of the 2D drafting languages
and drawing conventions currently
in use were developed over decades,
if not centuries, and are now being
taken for granted to the detriment
of the industry. These existing visible
languages must now be reinscribed
in modern technologies and 3D idioms.
Were it not for the availability of
new technology itself to enable this
re-invention, the prospect of dimensionally
enhancing our collective visible languages
in something close to real-time would
be overwhelming, rendering the clear
promise of BIM impotent. Fortunately,
however, object-oriented technology
is clearly capable of adding expressive
visualization to its existing feature
set.
Object-Agents
Expressive graphics are an example
of what I call aesthetic parametrics.
By making the visual display of a
3D object simply another parameter
of the object, we can build an essential
bridge between 3D visualization and
3D information modeling, enabling
3D software and designers alike to
readily exploit expressive graphics
using existing object-oriented representation.
But what if simple graphical expression
were taken one step further: reframing
3D building components not simply
as chameleon-like visual objects with
or without non-geometric data attached
(IFCs, aecXML, etc.), but viewing
them instead as highly integrated,
expressive, and even organic virtual
entities that have multiple dimensions
of self-interest and expressive behavior?
In this scenario, the 3D object is
no longer a passive artifact and therefore,
these highly expressive conceptual
entities might be called object-agents.
Hypothetically at least, the same
highly flexible 3D object-agent could
effectively transcend the full ecology
of digital design, including the entire
length and diameter of the AEC project
pipeline.
Technologically speaking, the idea
of object-agents is not new. Rodney
Brooks at MIT has been working on
physically embodied object-agents
(otherwise known as robots, see Figure
3) for more than 30 years, and he
has come to understand that much of
what we as humans or robots know is
a direct result of our having a physical
body that mediates our understanding
of the built environment. In other
words, intelligence as we know it,
is very likely impossible without
a physical embodiment, and Brooks'
research is a vast treasure trove
awaiting those that would like to
mine it.

Figure 3.
Photograph of one of Rodney Books'
robots (i.e., physically embodied
object-agents) that navigate the physical
environment by means of multiple sensors
and hierarchical software.
However, the idea of applying object-agent
technology virtually to the integrated
delivery of AEC projects is relatively
new, and it has immediate and serious
economic consequences. If the industry
could reframe its current conception
of 3D building components from passive
objects to proactive object-agentsvirtually
embodied robots capable of flexibly
spanning and supporting the entire
project delivery pipeline (see Figure
4)it could immediately stop
seeking an ROI from one specific stage
in the project pipeline. Instead the
digital design, as an organic collection
of 3D object-agents, could mature
dynamically with the ongoing project
delivery, making the BIM a relatively
effortless and integral byproduct
of professional services. After all,
the basic economic premise of BIM
itself is that construction documents
are a byproduct of 3D simulation.
Why then shouldn't building simulation
itself simply be an extraction of
integrated services delivery, as opposed
to its current point load on the AEC
project pipeline?

Figure 4.
Screenshot of virtually embodied object-agentsvirtual
human characters that intelligently
navigate their virtual environment,
avoiding props, opening doors, and
getting into cars just by clicking
the mouse. (Image courtesy of Antics
3D Pre-Viz.)
While the idea of such "automagical"
AEC object-agents may at first sound
far fetched, their development would
nevertheless be a huge step forward.
Designers could immediately engage
in more productive conversations and
efforts among industry professionals;
CAD vendors could stop finessing the
ROI and interoperability issues; each
segment of the AEC delivery pipeline
could stop sniping at one another
and begin working on consensual object-agents
capable of supporting existing
delivery processes. This holistic
view of building simulation, building
components, and service delivery appeals
to designers' innate sense of aesthetics
and a collective wisdom. The decision
to adopt new technology is, at root,
a gut-level act of faith. Early adopters
bet that many small obvious benefits
(and hopefully a few large non-obvious
benefits) will justify the considerable
additional sunk costs of investing.
Others adopt reactively because competitors
have already committed and are gaining
a competitive advantage. Practically,
however, industry migration to 3D
digital design and BIM will come when
the AEC industry as a whole
believes there is sufficient "shared
fate" to ensure against any existing
and future unknowns.
Flexible AEC object-agents would
need additional behaviour that is
fundamentally different from traditional
parametric technologies. They would
need to be capable of "evolving"
from the notional objects used in
early conceptual design into schematic
objects, systems-level objects, verified
objects, and ultimately into highly
complex and detailed constructable
objectsthe product and engineering
models necessary for component selection,
ordering, fabrication, transportation,
construction, as-built objectsand
finally, gracefully regressing back
into lighter-weight facilities management
objects. Such virtuoso levels of integrated
component expressiveness and dynamic
fidelity are not yet available.
They would exacerbate the interoperability
challenge if they were. But other
communication technologies (i.e.,
high bandwidth and 3D model servers)
are already fundamentally mitigating
these challenges. As development proceeds,
AEC object-agents will need strong
polymorphism, enabling shared 3D object-agents
to be collaboratively defined at design
time, and thereafter organically and
opportunistically re-defined via continuous
levels-of-detail based on graphical,
geometric, and non-geometric attributes.
In this respect, AEC object-agents
would almost literally evolve as they
mature inside the AEC services ecosystem.
Generative Components
Director of Research at Bentley Systems,
Dr. Robert Aish, and the Smart Geometry
Group have recently been showcasing
what Bentley calls generative
components (GC), which are essentially
algorithmically generated 3D building
components and require a high degree
of programmatic skill. By encoding
different design constraints and then
using code to generate components,
highly unique and organic 3D responses
to variable building constraints can
be achieved (see Figures 5 and 6).

Figure 5.
Examples of generative components
algorithmically generated using PARAMORPH,
a GC research tool developed at MIT.

Figure 6.
Bishop's Gate Tower, designed using
generative components. (Image courtesy
of www.smartgeometry.com)
The key aim of the generative component
research is currently design exploration
and experimentation. However some
proponents envision eventually harnessing
generative powers to design a building
in a single day, for example, or to
move sliders interactively on a generative
component model, rapidly generating
20-30 different design solutions.
Though generative components are still
beyond the reach of all but the most
avant-garde AEC firms, they are intriguing.
In many respects, building design
components grow algorithmically from
virtual environmental pressures. Generative
components are therefore more akin
to research results in disciplines
such as Artificial Life (A-Life) than
to anything we currently characterize
as 3D building components. Nonetheless
generative components demonstrate
the clear potential of design-driven
parametrics.
Desired 3D Component Capabilities
Generative components and expressive
graphics are both design-driven applications
of aesthetic parametrics and object
polymorphismas opposed to the
traditional "CAD" parametrics
widely employed for pedestrian uses
such as catalogue compression, or
rapid refactoring (e.g., the proverbial
"parametric staircase").
The dynamic fidelity of 3D object-agents,
however, is far less complicated than
that required of generative components
and also is much closer at hand; especially
if AEC object-agents are collectively
embraced as a performance standarda
collection of desired 3D component
capabilities, rather than prescriptive
standards or file-based industry implementations.
The missing performance standard
for these would-be AEC object-agents
is a level of genetic expressiveness.
This is a small suite of innate component
capabilities that includes:
- The ability of a 3D building component
to opportunistically change its
visual appearance as it matures.
- The capacity for virtual embodiment,
i.e., to refactor its basic geometry
(parametrics) and object-type (polymorphism).
- The capability to have self-interest
and modify behaviours in response
to environmental pressures.
While this type of digital DNA
may again sound far-reaching, several
of these genetic capabilities already
exist in the marketplace as partial
implementations. In SketchUp, for
example, simple genetic expression
is already possible in 3D components.
SketchUp offers the capacity to achieve
simple expressive graphical styles,
to change simple 3D parameters, and
for designers to paramorphically extend
the form factor of 3D components interactively,
using relatively sophisticated "in-world"
component editing features.
These genetically expressive capabilities
do not yet include more traditional
CAD parametrics, or object-agent self
interests, nor do they easily extend
to the hidden data-definitions of
3D building components. However, even
these capabilities may soon be within
reach. More complete genetic expression
is also likely to be forthcoming by
various offerings in the near future,
including of course, the already available
export to more fully featured object-oriented
modeling environments. Many traditional
CAD and BIM providers are eager to
build a bridge with Google's SketchUp.
However it would be a strategic mistake
for them to simply assume that SketchUp
is a sexy "front end" that
feeds into their "more mature"
BIM packages. The fundamental component
capabilities of SketchUp, given skilled
and ongoing hybrid development, could
quickly outpace old-line CAD parametrics,
yielding highly expressive 3D building
components with object-agent like
capabilities that can first prime,
and then optimize digital design workflow.
Conclusions
The AEC industry is quietly undergoing
real technology transfer. Multi-million
dollar investments in real-time rendering
technology made by entertainment industries
will soon benefit 3D building simulation
and better enable virtual delivery
of AEC professional services. Aesthetic
parametrics in general, and expressive
graphics in particular, will greatly
enhance the use of 3D modeling from
the earliest design stages, thereby
enabling a more holistic view and
graduated implementation of BIMpriming
the AEC project pipeline for downstream
reuse of flexible 3D assets. If implemented
in a genetic framework, expressive
3D building components can be incrementally
enhanced via ongoing project workflows
and maintain dynamic fidelity by means
of new object-agent capabilities.
Several of these highly flexible genetic
capabilities already exist in next
generation 3D modelers. If collectively
developed further by the AEC industry
as a performance-based standard, genetic
expressiveness can provide the flexibility
and the information "bandwidth"
that 3D building components will need
to span digital design as a whole,
thereby rationalizing economic investment
in building simulation and BIM as
an extraction of integrated AEC services
delivery.
About the Author
Fred Abler is CEO of FormFonts.com,
a subscription-based online 3D model
library for virtual world making.
FormFonts specializes in professionally
developed building components and
provides a multi-platform database
for various 3D modelers and Building
Information Modeling applications.
Abler is also a design instructor
and researcher in the Architecture
Department of the College of Architecture
and Environmental Design at CAL POLY
San Luis Obispo, CA. He has 15 years
experience in the software industry
working on both research prototypes,
and fielded Spatial Decision Support
Systems (SDSS) for building design,
maritime logistics, and the US DOD.
He can be reached at fabler@gmail.com.
© 2006 Fred Abler.
All rights reserved. No part of this
article, in its entirety or separately,
may be used, copied, or quoted, without
the author's express written consent.
FormFonts, Aesthetic
Parametrics, and, Digital DNA
are trademarks of FormFonts Inc. All
rights reserved.
Note: The views expressed in Viewpoint
articles are those of the individual
authors and do not necessarily reflect
those of AECbytes.
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