- Architects and software: How the software design is changing the way architects are thinking
Morten Norman Lund / 3XN
Architects and the building industry have seen a dramatic rise in the use of CAD tools and terms like scripting and simulations are today common terms used when architects talk about the tools used in the design process. The tools used today are more open and less constrained than ever before allowing for computational simulations and optimizations to be carried out within the native programs used by architects. Nobody knows for sure how these technological advances will affect future architecture. However, in this talk we will explore some of the recent developments and how they might affect actual buildings. This analysis will lead us to some educated guesses about how today's trends will influence the houses of tomorrow.
- Monte Carlo Rendering and Intel's Embree
Petrik Clarberg / Advanced Rendering Technology Team, Intel Corporation
Computer rendering is important in many applications, for example, visualization of products and architectural designs, special effects, virtual reality, and video games. The creation of realistic images requires accurate simulation of how light interacts with different shapes and materials. For this purpose, Monte Carlo methods are commonly used, where millions or even billions of random light rays are simulated to create an image. The rays are typically incoherent, i.e., they follow vastly different paths through the virtual world. Intel's Embree ray tracing kernels provide highly optimized open source code for tracing such incoherent rays, enabling the simulation of many millions of rays per second on a single processor. This talk will give an introduction to Monte Carlo rendering and discuss the design of Intel Embree.
- Multiphase fluid simulation
Marek Krzysztof Misztall / Niels Bohr Institute, University of Copenhagen
In this talk I am going to describe the optimization-based, finite
element method for fluid simulation on unstructured meshes. This is
the first such method to operate on a kinetic computational mesh,
which yields several benefits, in particular: accurate treatment of
surface tension related phenomena, plausible interaction with
arbitrary rigid boundaries and capacity for simulating several,
interacting fluid phases. I am also going to demonstrate multiple
examples of fluid animations generated using this simulation method.
- Plausible real-time rendering for ship simulation
Artem Kuznetsov / FORCE Technology Russia
Visualization of the world - from a simple sea scene to a modern port with high traffic - becomes more complex when it comes to a ship's full bridge simulators. The educational purpose of a simulator shifts importance from visual beauty to physical correctness and scene customizability in order to ensure that the instructor can reproduce any place and situation required for training. This imposes a set of requirements which are unusual for a visual game engine. This presentation will describe challenges and tasks pertaining to visualization in a ship simulator, such as multichannel rendering, large field of view, use of geoid model of the Earth, fully controlled position, time and weather conditions. The solutions described form the basis of the visual subsystem of theSimFlex Simulator. Short videos recorded at FORCE Technology can be found at http://www.youtube.com/user/forcetechnology?feature=watch
- The computer as co-designer: Potentials and pitfalls in digitalized architecture
Søren Nielsen / Vandkunsten
The digital media introduced to the building industry during the last decades have imposed unexpected forces of transformation, leaving the industrial ecology in a stage of permanent disturbance. New specialised niches are emerging faster than digital processes replace traditional professional fields. Temporary balances are established between new predators and preys, between new parasites and hosts. However, many of the most productive and promising potentials of the new media are yet to be employed or even discovered, while technological children's deceases are still flourishing. Most paradoxically, the productivity in the entire building industry has been steadily falling since the breakthrough of digitalisation, which inevitably raises the question if more IKT-standardisation is the right answer to this challenge or if is it rather putting out fire with gasoline?
- Toward the additive manufacturing revolution: The ecology of second generation 3D printers
David Bue Pedersen / DTU Mechanical Engineering
David Bue Pedersen will during his presentation address some of the obstacles that must be surpassed for the additive manufacturing (3D printing) processes to become the competitive production technology of the future. The geometrical freedom given by additive manufacturing technologies, and the ability to implement production schemes employing a high level of mass customization, up the bar for requirements set for production tolerance verification and product design for mass customization. This challenge is far from trivial, yet a generic approach to surpass this is presented.
Intensive research on how the additive manufacturing platform of the future will be manifested is a global concern amongst experts. One competitive parameter overthrowing the remnant is the ability for an additive manufacturing platform to handle a variety of processing materials within the same job. The emerge of such technologies is at a dawning state, yet promise to become generic manufacturing platforms with an ability of producing extremely complex electro-mechanical and electro-chemical systems autonomously from CAD data. David address how these emerging technologies can be regarded as universal assemblers, thanks to a technology convergence between the semi-conductor industry and the additive manufacturing industry. This convergence will possibly change the way products are manufactured and traded, and how indeed science fiction is about to become science fact.
- WebGL path tracing - benchmark and challenges
Thomas Kjeldsen / Computer Graphics Lab, Alexandra Instituttet
WebGL is a technology that enables GPU accelerated 3D graphics in a webbrowser.
In this talk, we will demonstrate how WebGL can be used to utilize the GPU for real-time raytracing.
Our aim is to develop a full-featured raytracer that correctly captures global illumination, supports multiple types of materials,
and is able to render scenes consisting of thousands of polygons directly in a browser window.
We will discuss some of the challenges that we encountered when using WebGL for general purpose computation tasks such as raytracing.