Recreating Built Heritage for Cities
Apress (Verlag)
979-8-8688-1771-7 (ISBN)
You’ll first look at how a building’s styling has changed with time to gain an understanding of its cultural heritage evolution. The book then details how to present those buildings within their city using UE5 and how to create portals for users to step through time and view the different architectural changes made by the ‘owners’ of the time and why.
You’ll also learn why certain software should be used, and the research required to reconstruct heritage buildings/spaces of significance is provided. Case studies, including real-world applications, help to illustrate the practical applications of methods and processes discussed. Visual aids and illustrations/renders are included to enhance the understanding of the processes. Recreating Built Heritage for Cities is your one-stop guide to digitally recreating and preserving HBIM 3D buildings.
What You Will Learn
Create heritage buildings in Autodesk Revit
Explore importing historically accurate buildings to Unreal Engine 5
Find out how to use HBIM within Unreal Engine 5
Who This Book Is For
Architects, historians, urban planners, heritage enthusiasts, virtual technologists, and film/game professionals with no to little experience with Autodesk Maya and/or UE5 will find the book beneficial for recreating 3d worlds/environments.
Dr. Deborah Wilson is Director and Founder of Virtual Cities Ltd., and Time Tourist Ltd., and previously Senior Lecturer and Program Leader for several of the Digital Media, CAD, and 3D programs. She is also Owner/Designer of The Talking Walls, a research platform for visually-rich multimedia educative applications designed to explore cultural heritage sites across specific time-slices, defined by architectural changes to the property.
Chapter 1: What is HBIM?.- Chapter 2: History and Benefits of HBIM.- Chapter 3: Creating an HBIM 3D Model for a City Across Different Eras.- Chapter 4: Step One: Data Collection.- Chapter 5: Step Two: Pre-Processing.- Chapter 6: Step Three: Building the 3D Model.- Chapter 7: Step Four: Adding Context.- Chapter 8: Step Five: Post-Processing and Analysis.- Chapter 9: Conclusion.
| Erscheinungsdatum | 06.10.2025 |
|---|---|
| Zusatzinfo | 406 Illustrations, color; 4 Illustrations, black and white |
| Verlagsort | Berkley |
| Sprache | englisch |
| Maße | 178 x 254 mm |
| Themenwelt | Informatik ► Software Entwicklung ► Spieleprogrammierung |
| Schlagworte | 3D modelling • Autodesk 3ds Max • Autodesk Revit • Digital Reconstruction • HBIM • Unreal Engine 5 |
| ISBN-13 | 979-8-8688-1771-7 / 9798868817717 |
| Zustand | Neuware |
| Informationen gemäß Produktsicherheitsverordnung (GPSR) | |
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