Abstract surveys, and focus groups to gather evidence

Abstract 200-250

In this paper the
author will investigate Reflectivity in Architectural Visualisation. The author
will be focussing on implementing the findings into a 3D environment within
Autodesk Maya. The structure of this paper will consist of two main parts; a
qualitative and quantitative study. The qualitative element will be created
from information gathered from the literature review sourced from journal papers
and internet sources. The second element; a quantitative study, will be formed
from creating technical tests that will be shown to audiences to gather
opinions and data in order to form opinions. The research will utilise
questionnaires, surveys, and focus groups to gather evidence from the tests.  These two elements will then be compared,
evaluated to form conclusions. These conclusions will be applied to a CGI BSc
architectural visualisation project. The author will use qualitative and
quantitative processing methods in an academic triangulation method to process
the results. The author will apply the findings of the paper to create a
120-150 second 3D CGI animation.

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In this paper the
Author intends to research Reflectivity in Architectural Visualisation. The
Author will conduct a qualitative and quantitative study and triangulate the
information to find information and conclusions to the research questions. The
author will look at and analyse current literature and previous studies that
have been carried out in this field and this paper will identify key findings
and discoveries. The Author will cross reference previous and contemporary
information to high areas of interest of concern. The second section of this
paper will use quantitative research mechanisms to specifically test and
evaluate key findings from the qualitative study. The author will then
summarise the results and conclusions and areas for future research will be
highlighted.

 

Literature Review

Introduction

This research as stated will investigate reflectivity of
materials within the field of 3D CGI architectural visualisation animations.
Before commencement can proceed it is important that the author provides
definitions for the terms ‘reflectivity’ and ‘materials’ in CGI. Reflectivity
is defined as “The
property of reflecting light or radiation, especially reflectance as measured
independently of the thickness of a material.” Oxford dictionary 2017. Date?
Autodesk Maya have released 2 definitions of reflectivity one for smooth
surfaces “Light bounces off the surface of a material at an angle equal
to the angle of the incoming light wave.” Maya and one for hard surfaces “Light
waves bounce off at many of angles because the surface is uneven” Autodesk Maya
date?

Another important term ”materials’ within –
quote definition

 

History

To create a realistic computer-generated picture of a shiny
surface it is often necessary to simulate the reflections in the surface. In
the 1990’s Ray tracing could provide accurate reflections, but required a great
deal of CPU time. There were a few less time-consuming ways to simulate
reflections back then using PRMan. However None of the methods were both effective
and efficient in all situations. For the best results, it was important that
you chose the most appropriate method for your application.

The author will now describe a list
of different methods that would have been used to simulate reflections. The
first method uses a texture map and requires an additional rendering step to
create the texture map from the scene.

There were less expensive methods for
simulating reflections however they had a lower degree of realism. The sky is
often the main source of reflections, in outdoor scenes. A simple shader that
selects sky and ground colors based on the “up” component of the
reflected vector would give an impression of reflections without the
requirement of any additional rendering steps or texture files. This method
worked well for surfaces that were curved, but may have given l results for
large flat surfaces.