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Performance Analysis and Conceptual Design Andrew
John Marsh PART A - DISCUSSION
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Index
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"Environmental design replaces structure as the principal problem of architectural science" [Cowan, 1966]. In response, more than 20 years later, Manning writes: "Despite enormous amounts of research that has been undertaken into many aspects of building environment, and the store of knowledge that has accumulated, design of the environment too often appears to be a matter of chance. Users of today’s new buildings are just as liable as were users of earlier buildings to be uncomfortable." [Manning, 1987]. A significant amount of the research referred to by Manning has been directed into the development of computer software for building simulation and performance analysis. A wide range of computational tools are now available and see relatively widespread use in both research and commercial applications. The focus of development in this area has long been on the accurate simulation of fundamental physical processes, such as the mechanisms of heat flow though materials, turbulent air movement and the inter-reflection of light. The adequate description of boundary conditions for such calculations usually requires a very detailed mathematical model. This has tended to produce tools with a very engineering-oriented and solution-based approach. Whilst becoming increasingly popular amongst building services engineers, there has been a relatively slow response to this technology amongst architects. There are some areas of the world, particularly the UK and Germany, where the use of such tools on larger projects is routine. However, this is almost exclusively during the latter stages of a project and usually for purposes of plant sizing or final design validation. The original conceptual work, building form and the selection of materials being the result of an aesthetic and intuitive process, sometimes based solely on precedent. There is no argument that an experienced designer is capable of producing an excellent design in this way. However, not all building designers are experienced, and even fewer have a complete understanding of the fundamental physical processes involved in building performance. These processes can be complex and often highly inter-related, often even counter-intuitive. It is the central argument of this thesis that the needs of the building designer are quite different from the needs of the building services engineer, and that existing building design and performance analysis tools poorly serve these needs. It will be argued that the extensive quantitative input requirement in such tools acts to produce a psychological separation between the act of design and the act of analysis. At the conceptual stage, building geometry is fluid and subject to constant change, with solid quantitative information relatively scarce. Having to measure off surface areas or search out the emissivity of a particular material forces the designer to think mathematically at a time when they are thinking intuitively. It is, however, at this intuitive stage that the greatest potential exists for performance efficiencies and environmental economies. The right orientation and fenestration choice can halve the air-conditioning requirement. Incorporating passive solar elements and natural ventilation pathways can eliminate it altogether. The building form can even be designed to provide shading using its own fabric, without any need for additional structure or applied shading. It is significantly more difficult and costly to retrofit these features at a later stage in a project’s development. If the role of the design tool is to serve the design process, then a new approach is required to accommodate the conceptual phase. This thesis presents a number of ideas on what that approach may be, accompanied by some example software that demonstrates their implementation. |
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The conceptual stage of design occurs very early in the design process. This is the time when a vast array of competing requirements are shaping the initial building form, when geometry, materials and orientation are still being formulated. As these are arguably the three most important determinants of building performance, this is the most crucial stage of a project. Conceptual design is an iterative process of generating ideas that then need to be evaluated and tested, for rejection or further refinement. Traditional methods of testing an idea involve quick perspective sketches, simple geometric analysis on a drawing board, or even small hand-calculations. The main criteria for these tests is speed. Being able to quickly reject impractical ideas can save significant amounts of time. Each newly rejected idea providing one more clue to a more acceptable one. A major part of this testing process is play - simply playing around or experimenting with an idea until it is shown to work or not. The purpose of this is to gain some understanding, both spatially and operationally, of the full requirements of the final form [Akin 1978]. Using traditional techniques, the range of testing is quite limited. In order to make environmental performance a practical consideration at this early stage, thereby informing the decision-making process as much as any other consideration, real and useful feedback has to be produced from what is often ill-defined and abstract information. The precise and detailed input requirements of most existing design tools preclude this. To use them, the designer must first enter the small amount of hard data they do have, and then arbitrarily quantify whatever else is needed before a result can be produced. Overcoming this requires a completely different approach from the concise, solution-based nature of existing analysis tools. In preparation for the development of a new energy simulation tool, based on an amalgamation of two existing programs BLAST and DOE-2, the US Department of Defence and Department of Energy co-sponsored two workshops on next-generation building energy simulation tools [Crawley, et al 1996]. The first workshop involved only developers and expert users of such applications whilst the second was open to general users. Participants were led through a series of creative brainstorming exercises designed to highlight areas requiring further development. The ideas produced were then collated and prioritised by vote to represent the group view. In summarising the results of both workshops, the authors state: "Surprisingly, not many new or unusual ides were brought up - even with a group of building energy simulation developers and users. The hundreds of ideas generated during both workshops showed instead that the field of building energy simulation still has many fundamental problems that need to be addressed. The developers will not stretch the boundaries and capabilities of simulation until more basic simulation issues are resolved." [Crawley, et al 1997]. This is perhaps a pessimistic view that needs some qualification. Firstly, the context of both workshops was centred heavily on energy simulation and thermal analysis tools, and secondly, the participants of both workshops had significant exposure to the use of such tools. How much this affects their expectations of future tools is probably demonstrated by the workshop results. Despite this, a number of very useful ideas were documented. In the following sections, a number of these ideas will be analysed and interpreted to form the substructure of a new conceptual design tool. In order to be used at the earliest stages in the design of a building, any next-generation design tool must overcome the psychological separation between design and analysis that existing tools have created. As discussed previously, the primary cause of this is the detailed nature and amount of input required to describe a building model. Having to enter this data very early in the design acts to interrupt the process of iterative decision-making and forces the designer to prematurely make a series of arbitrary decisions just to produce a model acceptable to the tool. A conceptual design tool must make the process of entering this data part of the design process itself. This is only possible if there are enough tangible benefits associated with having a model in such a format. The key to this is feedback, producing real and useful design feedback at every stage of the modelling process from data entry right through to final analysis. This places the focus firmly on the interface, the means by which the user describes and interacts with the model. The aim is to have the creation of a simulation model replace, to some extent, the act of sketching. The primary role of the sketch is to assist the designer formalise ideas and test them against a range of design constraints [Akin 1978]. Therefore, to function similarly, the simulation model must represent building form and assist in the visualisation of the design. This advocates a very geometric approach to representation. The challenge in this approach is to produce an interface within which geometric modelling is as simple and ‘loose’ as a sketch, yet can be used for detailed analysis at any stage in its construction. In addition, just as sketches develop and become more sophisticated, so too must the geometric model and its analysis. Further, a sketch can focus in on a very small area of a model or only one aspect of its nature. This must be true of the simulation tool as well. Accommodating these requirements requires a very flexible interface, capable of satisfying the following requirements:
Reducing input requirements and making the maximum use of whatever is input requires a step beyond traditional geometric interfaces that focus on geometric entities. Instead, focussing on architectural entities imbues the model with additional information which an intelligent interface can then use to automatically extract its own data or infer reasonable default values for items not directly input. Additionally, basic relationships between architectural elements can be used to create geometric relationships between objects that can significantly reduce the time required when inputting and editing the model. The rest of this section details the approach taken in the creation of an intelligent interface that attempts to satisfy all of the requirements stated above. The following concepts are considered fundamentally important in the development of such an interface:
Interactive Modelling and Editability The heart of any conceptual design tool must be its geometric modelling interface. As discussed previously, existing CAD interfaces are quite inappropriate to the inexact and interactive requirements of preliminary idea testing. At this stage, creating a model should be just about as simple as sketching it. Sketches are usually quite simple and quick to produce. Several may be needed at different angles to test a particular idea. As such, they are disposable. The use of a computer sketching tool is only productive if:
sing an innovative cursor system and increasing the editability of the model using techniques drawn from graphic design tools, it is hoped that the interface produced as part of this work meets all of the above criteria. Very few designers sketch exclusively in two dimensions. Perspective views are an important tool for visualising spatial relationships between objects. As such, the ability to create objects within perspective views is considered very important. This has a number of ramifications for the type of cursor system to be used. In applications such as AutoCAD and Microstation, the cursor is essentially two-dimensional. The orientation and offset of the working plane can be changed, but movement is restricted to this plane. Therefore, to create an object, the right cursor plane must be established first. Such a system does not allow for changes in this plane mid-creation or whilst an object is being moved. There are a number of ways of implementing a fully 3D cursor. The method chosen here is to use keyboard modifiers to interactively alter the axis in which the cursor moves. This allows changes in height or direction at any time, even whilst dragging an object or node. A 3D cursor position is determined from the 2D pointer by generating an imaginary ray travelling from the eye point through the picture plane at the pointer position and then through the cursor plane. Where this ray intersects the cursor plane is the 3D cursor position. The Shift and Control keys are used here to alter the cursor plane from the X-Y plane to the X-Z or Y-Z planes, located at the current cursor position.
Figure 3.1 - Interactively changing cursor plane. To move a point up in Z whilst dragging using this technique, the user simply holds down the Shift or Control key, drags the 2D pointer up until the right height is reached, releases the modifier key and continues to drag the point into position. Experience has shown this to be an extremely intuitive method that most users pick up relatively quickly. Object Snapping In order to accurately relate objects spatially, the concept of snap points is widely used in many CAD packages. This allows a defined point on one object to be exactly aligned with a defined point on another. Object snapping provides a high degree of numerical accuracy even for objects created within a sketch-like environment. The cursor snap mode can be set to any of the following mode at any time using either the mouse or keyboard:
Restricted Movement When working with objects that are geometrically related to others, there are times when their movement may be restricted. An example of this occurs when moving the nodes of a plane. In this case, the plane equation is already defined so, irrespective of the 3D cursor plane, such nodes will only ever move within the plane of the parent object. Similarly, window and door entities inside a wall are also locked to movement within the plane of their parent object. In addition, no nodes are allowed to move outside the defining 3D polygon of the parent. There are other more complex situations, such as when moving the nodes of an extruded object. In this case, each node will only move along the line of the extrusion vector. The full implementation of both the 3D cursor system and object snapping is discussed in Section B-7. Defining automatic geometric relationships between building elements can reduce data entry time and substantially increase model editability. It basically means deriving the geometry of one element from the geometry of another, and storing the rules used. If these rules are edited at a later time, or the parent element moved, the geometry of the child is automatically updated. If implemented correctly, for example, moving part of the floor plan or adjusting its height should automatically update the walls and ceiling of a space. Even changing the height of the first stair riser should update all others. These relationships also extend to child objects such as windows and doors. Any movement of a parent object must automatically update the position of child objects. This is a simple matter during rotations and translations, however, resizing and rescaling must also be accommodated. The full implementation of a relationship mapping system is discussed in Section B-10. The manipulation of the individual nodes that make up an object is an important part of any interface as it allows for increased flexibility in what geometry can be modelled. The user can take advantage of the efficiencies offered by a parametric base, but be able to add, delete or move individual nodes to form a much more complex element. Similarly, groups of elements can be stretched by simply selecting a group of nodes and moving them together. This is very similar to the techniques used in most 2D vector graphics packages. It also greatly improves the editability of the model once created. The selection and manipulation of object nodes is discussed in Section B-13. Graphical Display of Inputs and Outputs. The very nature of the architectural design process is visual. This is especially true of the early stages of design where the building form itself is still being established. The ability to visualise a geometric model in three dimensions is therefore considered very important. There are three elements to working in 3D:
The purpose of three dimensional representation of building models varies with different applications. In CAD programs, three dimensional and perspective projections are used primarily for the verification of model geometry and for presentation images. This requires two systems of viewpoint generation, a relatively simple method for selecting variable angle isometric and axonometric views and a more precise method of selecting perspective viewing positions and a view vector. Given options for cutting planes and camera lens settings, establishing the right perspective view of a model can be an involved and iterative process. Rendering and visualisation programs have similar requirements to CAD. Geometric modelling requires the ability to quickly and interactively change viewpoint, whilst generating a rendered image usually requires the precise specification of camera position and lens settings. In a conceptual design tool, precision is not as important as interactivity. Ideally, the process of selecting a three dimensional view should be as simple as examining an object in the hand, twisting and turning it at will. This assists the designer build up a spatial understanding of their design. Similarly, switching from perspective and orthographic projection should also be a simple and instantaneous process, especially when creating or positioning objects. The notion of interactive view manipulation has been tackled by a number of virtual reality engines, emerging as plug-ins to well known web browsers. Whilst these are based on the premise that the user will want to travel around within a model, most provide an Examine mode to quickly rotate around and examine the model as described above. The implementation of this mode on many of these tools highlights two problems: What origin point and what axis to rotate around. A significant amount of testing has been done in this work to develop a technique of model examination that is both simple and intuitive. This involved a number of methods of selecting the focus point and setting the sensitivity of the rotation angle to mouse movement. The result is a system in which the focus point is always set to the centre of the view grid. This ensures that the model is always within view at all rotation angles. In addition, separating horizontal and vertical mouse movements into azimuth and altitude angles overcomes the problem of a changing ‘up’ vector. This is always maintained as the Z axis even though the view moves up and down. This way control is always retained and it is relatively easy to reset the view. View rotation is simply a matter of dragging with the right mouse button in the model canvas. This can be done even whilst adding and dragging a node, simple press the right mouse whilst continuing to hold down the left. The perspective distortion is set using the view distance, the distance between the virtual eye and centre of the model. As discussed in Part B, this can be set interactively using the +/- keys while pressing the Control key. As discussed in Section A-3.4.1, the use of a fully 3D cursor system, together with snapping and relationship mapping between objects produces an environment in which modelling in 3D is relatively simple and intuitive. Displaying Calculations in 3D. Most existing analysis tools provide very little visual feedback during calculations. This means that the process being undertaken is essentially hidden from the user, who has to trust in the fact that what is being modelled is correct. Mistakes in modelling that are not immediately visually apparent must be determined from a close examination of any output. Whilst the majority of calculations are not inherently visual, there are techniques that can be used to make them more so. For example, when using sampling or ray-tracing techniques, it is a simple matter to display each point or ray as it is generated and tested. This acts to provide an indication of how the calculation is progressing as well as allowing the user to identify possible problems with the model by observing anomalies in the display. Such techniques have been implemented in this application during surface area, volume, daylighting and acoustic calculations. In the context of the workshop described previously, the desire for multi-level user input referred to the desire for users to specify almost a proficiency level, using which the software tool could adjust the requirement for detailed input for a specific calculation. Essentially novice and expert modes. In a broader context, a more appropriate implementation of this is to structure calculations around a full set of basic assumptions and default values, any of which the user can change at any time. Inexperienced users, or those requiring a quick result, need only specify whatever level of information they have at the time. This touches on two important and related areas, the potential for progressive data input and process modelling. Progressive data input refers to the ability to enter only a small sub-set of data required to model a particular process and generate results almost immediately. As the design is gradually resolved, more detailed information is added to the model, making the results progressively more accurate. This makes the process of modelling far more responsive. There are, of course, issues with the validity of results based on default values, however, the same limitations are true of simplified manual and rule-of-thumb methods. These are well understood and accounted for by most practitioners. Where accurate results are more critical, more information is provided. This allows the designer to control both the effort and accuracy required for a result, not the application developer. Given the detailed input requirements of most modelling systems, any information shortfall must be filled somehow by default or inferred values. There are many ways to derive or collect this data. Using an Intelligent User Interface A great deal of information can be inferred from the context in which an object is created or from the group of actions that may have preceded it. Similarly, it is possible to provide a number of alternate means of invoking the same action, each with different consequences for associated data. This way the user need only select a different icon or menu item in order to enter the same initial values, but with a completely different set of defaults. For the advanced user, the ability to change the default inferences may be appropriate. Maintaining an Architectural Knowledge Base Traditional CAD applications concentrate on the drawing process rather than modeling, the lines that define an element only provide clues as to its function. In a modelling tool however, knowledge as to the function of an element is essential. Such information facilitates the scheduling and cost tracking of components, automatic generation of building characteristics (percentage north glazing, floor area or lighting energy per metre squared), and allows analysis engines to react differently to different elements. This means that such an application must have some internal representation that a particular object is a floor, for example, as well as what it might mean to be a floor. Whilst there are some fundamental elements common to most architectural designs, the correct assignment of elements must be left to the building designers ultimate discretion. It is a relatively simple matter to define wall, floor, ceiling, roof, window or door elements. However, how does one classify an external shading device, or a series of columns. Automatic Data Gathering Given a defined geometry, information such as the surface area of walls, the volume of spaces and areas of intersection are relatively simple to extract. Thus, if the 3D modelling interface can be made sufficiently simple and intuitive, inputting the geometry of a building can obviate a significant amount of numeric data input as this can be derived directly by the application when required. The convenors of the two workshops described in Section 3.2 highlighted what they called the ’schizophrenia of developers’. On the one hand, there was an almost universal desire for all modelling to be based on fundamental physical processes at the most detailed level. On the other, there was a concession that some simpler models requiring much less user input and computation time were sometimes just as valid. This questions the necessity for the results of design tools to be perfectly accurate. Manual methods of estimating performance, such as those in the CIBSE Guide, contain quite a few highly simplified models that are known not to correlate well with actual physical processes. However, experience suggests that they usually result in a good design response. David Bartholemew describes this as ‘validity defined as usefulness’ [Bartholemew 1997] and suggests that it is not actually necessary for a model to capture natural processes particularly well in order to be useful. What is important is the practical application and relevance of its output. Absolute and Relative Accuracy It is argued here that there needs to be at least two levels of modelling and analysis. The first, early in the process, to provide interactive design feedback. For quickly testing the viability of an idea, the comparison of multiple options and even the preliminary estimation of element sizes. The absolute accuracy requirement at this level is quite low. What is more important is its relative accuracy, being able to immediately assess changes resulting from a particular set of design decisions compared to the original condition. This acts to guide the decisions-making process in the right direction. At this stage, all that is required is an indication that a problem may exist, its absolute magnitude can be the subject of second level analysis if it becomes more important. The second level of analysis needs a more detailed and comprehensive model and is more likely to be based on fundamental physical processes. In this case absolute accuracy is important. This is the level of existing design tools and some interoperability with the conceptual design tool is essential. Use of Components and Library Data The exchange of electronic data is becoming more important in all industries. The ability to exchange ideas and design information with other architects and consultants is an essential part of any practice. To facilitate this, it must be possible to encapsulate all of the data required to describe a building model so that the receiver is not disadvantaged by not having the same weather files or material libraries. As a result, an attempt has been made in this work to include all of the information that describes the model and its analysis in the one file. The file itself is structured into a series of ‘chunks’. Each chunk has a small header and contains information relating to either building geometry, material specification, calculation results or climatic data. This internal structure has two advantages. The first is that other applications, which may not require the entire data set in a file, can search through and respond only to the chunks they actually want. Secondly, version information can be included in each header in order to maintain some backward compatibility between product releases. A preliminary analysis of compression algorithms showed that the structure of data within a file is an important factor determining overall compression ratios. Many encoding routines work on large files by breaking them up into discrete segments, usually with a size based on a power of 2. Similarly pattern matching is also done in small segments. In order to optimise the compression ratios within the data files produced by this application, care has been taken to ensure that the data structure of each object is byte aligned on an even byte number and that, when stored, these are each sized to a power of two. This was allowed for in the design of each node, object, zone and ray data structure to ensure that there was minimal increase in file size. The result is that compression ratios for the model files used in this application average between 8:1 and 12:1 using LZW and Hufman type encoding. The design of the material library within the application makes provision for specific manufacturer data to be included. At the simplest level this means space for a manufacturer’s name and an order number. At a more complex level, it allows manufacturers to specify and lock the dimensions of their own library objects. This means that, for example, a library containing a range of aluminium windows could be provided that has accurate performance specifications for each element based on actual glass/frame ratios and production costs. With more work, it is hoped that this type of consideration will induce manufacturers to provide material libraries of their own product ranges and maintain up-to-date versions on web sites or mailing lists. Interoperability with Other Tools. At the most simple level, interoperability means providing some basic interface with another application. The most usual form of this is the output of data in a file format that can be read by the other application. A more sophisticated system may use inter-process communication protocols, such as IPC on a unix system or Dynamic Data Exchange (DDE) in Windows, to transfer the data directly. Interoperability with CAD systems can be achieved by supporting the DXF file format, a defacto standard amongst such applications. Similarly, this allows communication with a range of rendering and visualisation tools. Support for more task-specific tools such as RADIANCE may require the output of model data in its own native format. In these cases, greater interoperability would mean providing a means of controlling parameters important to the generation of the data file. A further level of interoperability would be to recognise features in other applications which can be used to create efficiencies. One example of this is in the generation of RADIANCE data. As this tool uses radiosity techniques to calculate the distribution of light on each surface and then iteratively solve for inter-reflection, a wide variation in object size can lead to inaccuracies and increased calculation times. As a result, a means of breaking up large surfaces (such as floors and ceilings) into a number of much smaller ones can greatly increase the accuracy of generated results, as shown in Figure 3.2.
Figure 3.2 - Interpolation of geometry into output more efficient for use by other applications such as RADIANCE and CFD tools. A further example of this is the interface with computational fluid dynamics applications. The complexity and efficiency of the form-fitted grid is integral to the amount of time required to converge on a fluid flow solution. If the output data is already aligned to specific grid points, the task of creating the optimum grid can be automatically carried out by the CFD application itself. The required data is also significantly different in format from the geometric data used to model the building. Using Cartesian coordinates, angled planes must also be reduced to a complex set of axially aligned planes. Including this level of intelligence within a tool can make a relatively simple task out of jobs that would not normally be considered. Figure 3.3 shows an automatically generated CFD model of an entire inner city development being used for wind studies.
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3.3 - Inner city development model, automatically orthogonalised by conceptual
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The primary aim of this work was to produce something akin to an environmental design calculator. A tool capable of evaluating any aspect of a design, from the smallest of details to the overall environmental impact of materials and fabric. As such, this work represents a new approach to the integration of environmental engineering and building design, two pursuits that, until relatively recently, were synonymous. There are other organisations attempting similar tasks. The IES package described in Section A-2 is a perfect example. What differentiates the work presented here, however, is its focus on conceptual design. This is the earliest most defining stage of design, where each decision has the most potential and the greatest effect in terms of environmental performance. It is hoped that this work goes some way towards filling the void in this area. A tool such as that described in Part B is never actually finished. However, it is hoped that a solid foundation has been established as a base for its ongoing development. It is fitting then that this thesis should conclude with a list of ideas for additional ‘features’ still left to implement:
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