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CULTURE, MEDIA & FILM

Improving Presence in Real-time Architectural Visualization

ORCID Icon & | (Reviewing editor)
Article: 1767346 | Received 21 Mar 2019, Accepted 01 May 2020, Published online: 21 May 2020

Figures & data

Figure 1. Label: Virtual-reality search frequencies obtained from Google Trends.

Figure 1. Label: Virtual-reality search frequencies obtained from Google Trends.

Figure 2. Label: VANTA Black.

Figure 2. Label: VANTA Black.

Table 1. Existing principles of realistic expression

Figure 3. Label: Different light paths.

Figure 3. Label: Different light paths.

Figure 4. Label: Scenario differences observed using global illumination in non-real-time environment (a) without and (b) with global illumination.

Figure 4. Label: Scenario differences observed using global illumination in non-real-time environment (a) without and (b) with global illumination.

Figure 5. Label: (a) Cube map, (b) Environment mapping using cube map, and (c) IBL.

Figure 5. Label: (a) Cube map, (b) Environment mapping using cube map, and (c) IBL.

Figure 6. Label: Changes observed upon (a) deactivation of global illumination and (b) LPV activation.

Figure 6. Label: Changes observed upon (a) deactivation of global illumination and (b) LPV activation.

Figure 7. Label: Changes in indirect light owing to changes in direct light using LPV.

Figure 7. Label: Changes in indirect light owing to changes in direct light using LPV.

Figure 8. Label: Artificial lighting issue.

Figure 8. Label: Artificial lighting issue.

Figure 9. Label: Light-bleeding issue.

Figure 9. Label: Light-bleeding issue.

Figure 10. Label: Scene with VXGI.

Figure 10. Label: Scene with VXGI.

Figure 11. Label: VXGI voxel.

Figure 11. Label: VXGI voxel.

Figure 12. Label: Alexa Meade’s Blueprint Installation 2010.

Figure 12. Label: Alexa Meade’s Blueprint Installation 2010.

Figure 13. Label: Subsurface scattering.

Figure 13. Label: Subsurface scattering.

Figure 14. Label: Comparison between (a) basic materials and (b) application of real-time subsurface profile-shading model.

Figure 14. Label: Comparison between (a) basic materials and (b) application of real-time subsurface profile-shading model.

Figure 15. Label: Light scattering regions according to energy-conservation laws.

Figure 15. Label: Light scattering regions according to energy-conservation laws.

Figure 16. Label: Example of Fresnel phenomenon in small stream with low water level (UE4).

Figure 16. Label: Example of Fresnel phenomenon in small stream with low water level (UE4).

Figure 17. Label: Total reflection variations considering microfacet differences.

Figure 17. Label: Total reflection variations considering microfacet differences.

Figure 18. Label: Material changes observed owing to roughness differences.

Figure 18. Label: Material changes observed owing to roughness differences.

Figure 19. Label: Mori’s Uncanny valley phenomenon (Mori, Citation1970).

Figure 19. Label: Mori’s Uncanny valley phenomenon (Mori, Citation1970).

Figure 20. Label: Uncanny valley in virtual environment (VE).

Figure 20. Label: Uncanny valley in virtual environment (VE).

Table 2. Cognitive aspect probabilities for improving verisimilitude

Figure 21. Label: Motion blur in movie (“Man of Steel”).

Figure 21. Label: Motion blur in movie (“Man of Steel”).

Figure 22. Label: Variation in light spread from illumination source owing to changes in aperture.

Figure 22. Label: Variation in light spread from illumination source owing to changes in aperture.

Figure 23. Label: Example of artificial-light spread.

Figure 23. Label: Example of artificial-light spread.

Figure 24. Label: Realistic expression principles for real-time architectural visualization.

Figure 24. Label: Realistic expression principles for real-time architectural visualization.