A year ago I enrolled in the Interior Architecture program and was exposed to 3D drawing programs for the first time: Sketchup, 3ds Max, AGI and the 3D portion of AutoCad. While learning to use the programs I was not attempting to discern how they worked, just what was needed to manipulate them. Reading these articles did not provide information regarding any specific programs, but a very general understanding of how various programs work. I think that this knowledge will make it easier to navigate these types of programs more easily in the future and gives me the vocabulary to communicate what I am attempting to accomplish. In AutoCad one of my favorite ways to create objects was to add and subtract shapes. Now I know that they are Boolean operations (Spalter, 7.4.3). Simple object representations from 2D, such as polygons, of course I knew. Understanding other terms such as polygonal mesh, polyhedrons and NURBS based models may assist me in finding more efficient ways of modeling (Spalter, 7.4.2).
Kalay discussed the different types of models (wire frame, surface and solid) and the three different approaches (spacial occupancy enumeration model used for medical imaging, the CSG or constructive solid geometry model used in engineering and the B-rep of boundary representation model used in architecture) of 3D imaging developed thus far (Kalay, 8.3). His comparison of the various ways of making a computer visualize complex objects and why different approaches worked for various industries was quite enlightening. For instance, Spalter commented on how unfortunate it is that moving an object in 3D space is difficult with the existing drawing programs which use 2D tools such as a mouse and a 2D screen (Spalter, 7.5.2). But when I have seen my son playing the computer game Homeworld, which has an easy, intuitive way of moving an aircraft in 3D space, I wondered why the same technology could not translate to drawing programs. Now I know that it could be using an entirely different system which would not translate.
There are many ways that 3D modeling is helpful in interior architecture. The most obvious is how perspectives of an object or space can be viewed from any angle with one only one drawing (Spalter, 7.1). Not only does it help the designer while making decisions on his or her design, it is an invaluable tool for communicating with a client. Seeing not just the shape in a 3D view, but seeing the texture of different materials is yet another way that it assists designers.
There are several obstacles which need to be overcome to improve 3D modeling. The lack of standardization which 2D programs already have is problematic (Spalter, 7.3). There is such a bigger challenge with 3D because the added dimension requires the programs to describe the effects of light on surfaces (Spalter, 7.2). Voxel based modeling could improve 3D, but before it can happen personal computers need more memory, faster algorithms and better input and output devices (Spalter, 7.3).
Contemplating the future of 3D imaging is quite exciting. Simply incorporating technology which is already developed, such as fractals, in inexpensive commonly used modeling programs would be incredibly helpful. However, entirely new ways of modeling which require less time to master the software programs would be even better. Robert Zeleznik's Sketch, a program which uses drawing instead of clicking on menus, would be a great model for a new direction. The motivation for his program was not to interrupt the creative process with the struggle to work the program (Spalter, 7.5.2). I am just happy that I am beginning to find more of a comfort level with this new way of designing. Considering how intimidating the whole idea of using a computer for anything more complicated than 2D drafting or word processing was a year ago, it is amazing that I have such a strong desire to focus on mastering computer skills this semester. I want to be an active participant in the future of 3D computer imaging.
"Building 3D Worlds – 3D Geometric Graphics I" from The Computer in The Visual Arts by Anne Spalter, Addison Wesley Longman Inc. 1999, pp 212-253. and
On Geometric Modeling: Excerpt from “Modeling”. Architecture’s New Media by Yehuda Kalay, The MIT Press, 2004, pp 141-147.