This is a special interest seminar series in Building Information Modeling (BIM), of Kobe Studio Seminar for Studies. Each seminar has been planned on a nonregular basis and has had discussions with the smallest possible number of participants, on several kind of topics related to BIM.
This series had been held at the meeting room, OBAYASHI CORPORATION in 2018, and is held at Kobe University from February, 2019, following the knowledge and remarks concluded in 2018.
At the beginning this special interest seminar series was intended to have discussions on architecture and construction, however, gradually it had become the discussion on the general issues of ICT beyond the fields. Finally, we had a discussion on energy efficiency and resource conservability from the viewpoints of creation, production and manufacturing. We thought that by this discussion we had enough discussions on BIM, and we had made the decision to close the special interest seminar in BIM by February in 2020.
We would like to look back on seminars heretofore, centering on the moderators, in order to consolidate the knowledge we have acquired. In particular, we would like to hold a timely discussion on the differences in workflow between different fields based on the "Virtual Workflow Diagram" we presented on 18 January 2019, and to spend time discussing differences seen from the point of view of actual operations. Also, we would like to conduct explanations, intended for participants at this seminar, on such things as architectural planning in the field of architecture or on strategies and ways of proceeding, etc.
Before actually beginning film production, it is common for a series of trials to be run in a phase called pre-production, incorporating consideration of various matters and leading to the determination of a production plan. In this phase, it is presumed that records will be kept of the entire process of consideration, including discussions held, not only with the client, but also with internal staff, necessitating the creation of a system by which much of the processes leading to the final production plan can be rapidly searched through, even after production has begun.
On the other hand, server-side shape generation or material generation methods which prioritize productivity, such as the procedural modeling or procedural building methods which are beginning to be widespread in architecture as well, are being incorporated into these systems in recent years, and things to consider, not only from a design perspective, but also from a number of perspectives such as IT infrastructure or development plans for internally created software, are being treated as within the purview of management and are raising the difficult level of management.
In this lecture, we shall give an introduction to FPTS-kitchen, which Polygon Pictures and Studio Phones are developing, and hope to discuss with all of the participants such issues as challenges and plans for ever-burgeoning management tasks or challenges toward a modus operandi for information transmission which takes into account expandability in terms of research.
At a number of the seminars held in the past for "A Film Production Technique Seminar" we had discussions to move forward methodologies informed by the field of architecture. Inspired by the existence of techniques seen in the field of architecture such as procedural building, our attention was drawn to sustainability and digital innovation in terms of city planning exemplified by documents from BIM or Sidewalk Labs Toronto, in addition to highly transparent system infrastructure and such concepts as energy efficiency and resource conservability. In film production, large-scale computational clusters and massive GPU operations are growing more common. Also, for film production pipelines involving a large number of persons, we feel that the modern trend is for pipeline scale to grow ever larger. At this seminar, we would like to describe our thoughts at the present stage regarding challenges toward energy efficiency and resource conservability for a film production studio, and to touch on future challenges when viewed through the lens of IT infrastructure.
Physically-based rendering is about generating photorealistic images, and architectural visualization is one of its applications. In this talk, I will give a brief introduction to physically based rendering, path tracing, and talk about the motivation of our research. I will also discuss the relationship between rendering research and its practical uses.
We have happened to learn that utilization of game engines and real-time processing has taken off in the field of architecture. At the same time, when fields other than gaming make use of these technologies in development, they come face to face with technical challenges unique to real-time processing. When deploying services to clients or users, or making use of those services for in-house design and implementation, it is presumable that the same sorts of issues as those arising in game development will naturally occur. At this seminar, in order to be able to share the difficulties of real-time processing in game development with the participants, we shall give an explanation centering on toy models. On the basis of this, we would like to explore common challenges between fields.
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We conclude knowledge and remarks based on the past discussions, mainly by the moderators.
Cities and their inter-connected transport networks form part of the fundamental infrastructure developed by human societies. Their organisation reflects a complex interplay between many natural and social factors, including inter alia natural resources, landscape, and climate on the one hand, combined with business, commerce, politics, diplomacy and culture on the other. Nevertheless, despite this complexity, there has been some success in capturing key aspects of city growth and network formation in relatively simple models that include non-linear positive feedback loops. However, these models are typically embedded in an idealised, homogeneous space, leading to regularly-spaced, lattice-like distributions arising from Turing-type pattern formation. Here we argue that the geographical landscape plays a much more dominant, but neglected role in pattern formation. To examine this hypothesis, we evaluate the weighted distance between locations based on a least cost path across the natural terrain, determined from high-resolution digital topographic databases for the Hokkaido region of Japan. These weights are included in a co-evolving, dynamical model of both population aggregation in cities, and movement via an evolving transport network. We compare the results from the stationary state of the system with current population distributions from census data, and show a reasonable fit, both qualitatively and quantitatively, compared with models in homogeneous space. Thus we infer that that addition of weighted topography from the natural landscape to these models is both necessary and almost sufficient to reproduce the majority of the real-world spatial pattern of city sizes and locations in this example.
Mechanical system designers have communicated their ideas using drawings, calculations, and review materials. However, it is often implicit about which part has what meaning (design intent). It is the current situation in work place of design department that readers and listeners make assumptions based on information written in drawings, calculations, and review materials. Since the knowledge and experience of each individual is different (even though they are designers of the same department), all of the design intentions are not transmitted to others, and the failures caused by that are occurring. In order to improve the current situation, I am aiming to visualize the "design intent" of mechanical systems. I will introduce an overview of my efforts in this lecture.
For artwork in film production, it tends to be preferable to prepare the workspace that are customized for production and able to be familiar. In this talk, we introduce our experience to build a long-term use assets management system and several use cases in our infrastructure system. Moreover, if we have time, we introduce some of our simulations and automations in artwork.
We'd like to have discussions on definitions, common issues, questions (and so on) related to the todays talks and their methods and approaches.
We will discuss about Building Information Modeling (BIM) and production pipeline fundamentals for film and games, especially on topics from film and games (continued from the previous study).
We will discuss about Building Information Modeling (BIM) and production pipeline fundamentals for film and games, especially on topics from film and games.
We will discuss about Building Information Modeling (BIM) and production pipeline fundamentals for film and games (continued from the previous study).
We will discuss about Building Information Modeling (BIM) and production pipeline fundamentals for film and games.