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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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