Digitala tredimensionella visualiseringsmetoder
This thesis investigates the possibilities offered to a working landscape architect by an increased and altered use of digital 3D environments. A basic assumption is that increased use of digital three-dimensional environments promotes the creative processes and presentation options of landscape arc...
| Autor principal: | |
|---|---|
| Formato: | Second cycle, A2E |
| Lenguaje: | sueco sueco |
| Publicado: |
2010
|
| Materias: | |
| Acceso en línea: | https://stud.epsilon.slu.se/1154/ |
| _version_ | 1855570269542809600 |
|---|---|
| author | Nordberg, Zandra |
| author_browse | Nordberg, Zandra |
| author_facet | Nordberg, Zandra |
| author_sort | Nordberg, Zandra |
| collection | Epsilon Archive for Student Projects |
| description | This thesis investigates the possibilities offered to a working landscape architect by an
increased and altered use of digital 3D environments. A basic assumption is that increased use
of digital three-dimensional environments promotes the creative processes and presentation
options of landscape architects.
The thesis is based on literature studies and communication with working landscape
architects, and includes an investigation of the visualization methods available in the Blender
3D modelling software. The thesis provides a thorough survey of what it means to model in
three dimensions, as well as of what modelling methods are feasible for a landscape architect
to use. As landscape architects, we work with human and unique processes, and thus it is
difficult to develop standardized and automatic software for our profession. One possible
solution is to turn to open source development, where software and models are shared and
anyone can contribute. Especially interesting is software supporting game engines, which may
be a suitable tool for modelling as well as for presentation.
The primary advantage of 3D modelling is the way it allows us to experience and investigate
such aspects as spatiality and proportionality in a dynamic setting. As landscape architects,
our creations are never static but always dynamic, and this should be conveyed to our
audiences and contractors. The primary disadvantages of 3D are that modelling is time
consuming and difficult, that digital imagery often comes across as impersonal and strict, and
that digital renditions tend to be interpreted as final suggestions, even at an early stage of
development.
3D models can be divided into three main categories according to intended use: twodimensional,
animated, and interactive. The subdivision is fluid, and a 3D model may evolve
from one category to another in the course of development. Models can also be used in
different phases: initially as an analysis tool, later as a sketching or working model, and
finally as a presentation model.
With the use of digital 3D modelling, we can see, experience, understand and convey a site
before it has been built, as well as evaluate its design at an early stage. A two-dimensional
image always shows a portion of a whole, never the design in its entirety. Increased use of
moving images, multimedia and virtual realities adds qualities to the planning and projecting
processes and may also, through communication channels such as the Internet, improve
citizen dialogue concerning larger projects. This, in turn, may lead to a vitalized democracy
and an increased awareness of the landscape architectural profession. Extended use of 3D
technology may generate as yet unknown fields of application that may strengthen and extend
the role of landscape architects in society. |
| format | Second cycle, A2E |
| id | RepoSLU1154 |
| institution | Swedish University of Agricultural Sciences |
| language | swe swe |
| publishDate | 2010 |
| publishDateSort | 2010 |
| record_format | eprints |
| spelling | RepoSLU11542012-04-20T14:12:39Z https://stud.epsilon.slu.se/1154/ Digitala tredimensionella visualiseringsmetoder Nordberg, Zandra Landscape architecture Technology Computer and library sciences Social sciences, humanities and education This thesis investigates the possibilities offered to a working landscape architect by an increased and altered use of digital 3D environments. A basic assumption is that increased use of digital three-dimensional environments promotes the creative processes and presentation options of landscape architects. The thesis is based on literature studies and communication with working landscape architects, and includes an investigation of the visualization methods available in the Blender 3D modelling software. The thesis provides a thorough survey of what it means to model in three dimensions, as well as of what modelling methods are feasible for a landscape architect to use. As landscape architects, we work with human and unique processes, and thus it is difficult to develop standardized and automatic software for our profession. One possible solution is to turn to open source development, where software and models are shared and anyone can contribute. Especially interesting is software supporting game engines, which may be a suitable tool for modelling as well as for presentation. The primary advantage of 3D modelling is the way it allows us to experience and investigate such aspects as spatiality and proportionality in a dynamic setting. As landscape architects, our creations are never static but always dynamic, and this should be conveyed to our audiences and contractors. The primary disadvantages of 3D are that modelling is time consuming and difficult, that digital imagery often comes across as impersonal and strict, and that digital renditions tend to be interpreted as final suggestions, even at an early stage of development. 3D models can be divided into three main categories according to intended use: twodimensional, animated, and interactive. The subdivision is fluid, and a 3D model may evolve from one category to another in the course of development. Models can also be used in different phases: initially as an analysis tool, later as a sketching or working model, and finally as a presentation model. With the use of digital 3D modelling, we can see, experience, understand and convey a site before it has been built, as well as evaluate its design at an early stage. A two-dimensional image always shows a portion of a whole, never the design in its entirety. Increased use of moving images, multimedia and virtual realities adds qualities to the planning and projecting processes and may also, through communication channels such as the Internet, improve citizen dialogue concerning larger projects. This, in turn, may lead to a vitalized democracy and an increased awareness of the landscape architectural profession. Extended use of 3D technology may generate as yet unknown fields of application that may strengthen and extend the role of landscape architects in society. 2010-05-09 Second cycle, A2E NonPeerReviewed application/pdf swe https://stud.epsilon.slu.se/1154/2/nordberg_z_100509.pdf Nordberg, Zandra, 2010. Digitala tredimensionella visualiseringsmetoder : ett sätt att kommunicera landskap. Second cycle, A2E. Uppsala: (NL, NJ) > Dept. of Urban and Rural Development (LTJ, LTV) > Dept. of Urban and Rural Development <https://stud.epsilon.slu.se/view/divisions/OID-595.html> urn:nbn:se:slu:epsilon-8-492 swe |
| spellingShingle | Landscape architecture Technology Computer and library sciences Social sciences, humanities and education Nordberg, Zandra Digitala tredimensionella visualiseringsmetoder |
| title | Digitala tredimensionella visualiseringsmetoder |
| title_full | Digitala tredimensionella visualiseringsmetoder |
| title_fullStr | Digitala tredimensionella visualiseringsmetoder |
| title_full_unstemmed | Digitala tredimensionella visualiseringsmetoder |
| title_short | Digitala tredimensionella visualiseringsmetoder |
| title_sort | digitala tredimensionella visualiseringsmetoder |
| topic | Landscape architecture Technology Computer and library sciences Social sciences, humanities and education |
| url | https://stud.epsilon.slu.se/1154/ https://stud.epsilon.slu.se/1154/ |