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2.1.4 Making of 3D according to designs directly in case of
lacking plane figure An instance of this model
2.2 Making of Drawings of Separate Parts of the Building
The establishment of 3D models starts from the individual part
reasonably in response to the property of ancient buildings that
the whole body is occluded compactly through rabbets and
mortises of each single part.
A closed and independent 3D drawings, its shape, direction,
size total consistent with its equivalent actual object reflect each
model of the part. Such as Figure 1 is the 3D-drawing of Dou
and Gong.
Figure 1
2.3 Assemble of One Floor
In view of the fact that the wood ancient building is combined
through rabbets and mortises of many sub-parts, it is usually
divide into Columns, Dougong Layer, Roof frame, Eave Layer
and Tile. The simulating process manipulated by AutoCAD
must stick to the principle of compact assemble. Only in this
way can the drawings reflect the exterior appearance and
internal structure truly. After the 3D drawings of each part have
been made, computers begin the organization layer by layer.
Figure 2 shows the organization of part of the Dougong; Figure
3 shows the organization of the whole body of Dougong; Figure
4 shows the organization of the floor.
Figure 4
2.4 Assemble of the Whole
With assemble of each floor finished, AutoCAD begins the
assemble of the model of the whole building
Figure 5 Surface model of pagoda
3. COMPUTER SIMULATION
Because ancient building is built of wood, lignification is one of
its characteristic. In order to generate satisfactory and virtual
realistic images of a timber building by the 3D computer
simulation system, it needs to simulate the surface material of
each component besides the establishment of correct model.
Other component of ancient building is connected by mortises
and tenons. During the mounting of ancient building, the order
of mounting of different components is vitally important and
restricted by their shapes and physical characteristics. Position
of each component is measured by surveying. So those
positions must be set up key frame during dynamic virtual
simulation.
3.1 Making Material
The main task of generating material texture is to determine the
color, texture and light and shade pattern of the material. The
color of a material can be divided into three categories:
ambient-----the color of the shading part of an object,
diffuse----the color of an object under lighting, specular----the
color of an object under strong lighting.
Texture describes the natural characteristics of the surface of an
object, it can be generated by a 2D random function
fav)... Let N(u,o) denotes a normal distribution function p
represents the mean value.orepresents the standard deviation!? ;
Its value relays on pattern of material. Besides, the texture can
be from a scanned image or generated by a graphic package. [2
The following figures show the result.
3.2 Moving Control Technic
All the graphs and images generated up to now are stationary.
The kernel of our project is dynamic virtual simulation, so
computer animation technique is a must. Though many
techniques of animation can be considered, the key-frame based
method is adopted here.
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