- 다시점 가시영역 분석도구설정에 관한 기초연구 - 3D게임엔진을 이용한 래스터 연산방식을 중심으로 -
- ㆍ 저자명
- 김석태,전한종,Kim. Suk-Tae,Jun. Han-Jong
- ㆍ 간행물명
- 한국실내디자인학회 논문집
- ㆍ 권/호정보
- 2007년|16권 5호|pp.38-46 (9 pages)
- ㆍ 발행정보
- 한국실내디자인학회
- ㆍ 파일정보
- 정기간행물| PDF텍스트
- ㆍ 주제분야
- 기타
In the late 1970s, the method of quantitative and scientific space structural analysis based on graph theory was introduced to the process of space design, which arranges design and functional elements, as relying heavily on intuition could produce errors due to unverified experiences and prejudices of the designer. As the method of space analysis is complex and hard to express visually and requires repetitive operations, it was discussed theoretically only. However, with the development of computer performance and graphic in recent years, visualization became possible. But the method of visual structural analysis of space is at the level of two dimensions and it is not easy to get accurate data when it is applied to limited three dimensional space such as an interior space. For the visual structural analysis of space, this study presents 4 indices including visibility volume level, pure visibility connection frequency, effective visibility connection frequency, and path visibility connection frequency. This study also presents space division using three dimensional arrangement rather than the existing vector operation method and raytracing algorithm at the lattice constant. Based on this, an analysis tool for the visible regions of three dimensional space that is capable of evaluating at multiple points by using three dimensional game engine and presentation tool that allows the analyzer to interpret the data effectively is made. It is applied to 2 prototype models by displacing Z axis, and the results are compared with UCL Depthmap to verify the validity of data and evaluate its usefulness as a multidimensional, multi-view space analysis tool.