TL;DR: Perez-Gomez as discussed by the authors traces the process by which the mystical and numerological grounds for the use of number and geometry in building gave way to the more functional and technical ones that prevail in architectural theory and practice today.
Abstract: This important book, which won the 1984 Alice Davis Hitchcock Award, traces the process by which the mystical and numerological grounds for the use of number and geometry in building gave way to the more functional and technical ones that prevail in architectural theory and practice today. Between the late Renaissance and the early nineteenth century, the ancient arts of architecture were being profoundly transformed by the scientific revolution. This important book, which won the 1984 Alice Davis Hitchcock Award, traces the process by which the mystical and numerological grounds for the use of number and geometry in building gave way to the more functional and technical ones that prevail in architectural theory and practice today. Throughout, it relates the major architectural treatises of successive generations to the larger culture and the writings of philosophers, mathematicians, scientists, and engineers. The book leads the reader through the controversy that was generated by Claude Perrault in the seventeenth century. His writings began to cast doubt on the absolute aesthetic value of the classical orders and the "perfect" proportions that were architecture's legacy from Pythagorean times. Thus the once immutable "invisible" system lost its special status forever. The book focuses in particular on eighteenth-century developments in the science of mechanics and emerging techniques in structural analysis which slowly entered the architectural treatises and found their way into practice, often by way of civil and military engineers. And by the nineteenth century, the book notes, even architectural rendering and drawing were radically changed through the introduction of new descriptive and projective geometries. Tracing these fundamental changes in architectural intentions, Perez-Gomez challenges many popular misconceptions about the theory and history of modern architecture. At the same time, he suggests an intangible loss, that of a culture's power to express through a building its total mathematical, mystical, and magical world-view.
TL;DR: The classic "Rendering in pen and ink" as mentioned in this paper is the most comprehensive book ever published on the subject of ink drawing, and it has been widely used by artists.
Abstract: Arthur L. Guptill's classic "Rendering in Pen and Ink" has long been regarded as the most comprehensive book ever published on the subject of ink drawing. This is a book designed to delight and instruct anyone who draws with pen and ink, from the professional artist to the amateur and hobbyist. It is of particular interest to architects, interior designers, landscape architects, industrial designers, illustrators, and renderers. Contents include a review of materials and tools of rendering; handling the pen and building tones; value studies; kinds of outline and their uses; drawing objects in light and shade; handling groups of objects; basic principles of composition; using photographs, study of the work of well-known artists; on-the-spot sketching; representing trees and other landscape features; drawing architectural details; methods of architectural rendering; examination of outstanding examples of architectural rendering; solving perspective and other rendering problems; handling interiors and their accessories; and finally, special methods of working with pen including its use in combination with other media. The book is profusely illustrated with over 300 drawings that include the work of famous illustrators and renderers of architectural subjects such as Rockwell Kent, Charles Dana Gibson, James Montgomery Flagg, Willy Pogany, Reginald Birch, Harry Clarke, Edward Penfield, Joseph Clement Coll, F.L. Griggs, Samuel V. Chamberlain, Louis C. Rosenberg, John Floyd Yewell, Chester B. Price, Robert Lockwood, Ernest C. Peixotto, Harry C. Wilkinson, Bertram Grosvenor Goodhue, and Birch Burdette Long. Best of all, Arthur Guptill enriches the text with drawings of his own. "From the Trade Paperback edition."
TL;DR: This book offers insights into developments in computing in relation to architectural drawing and modeling, by addressing historical analog methods of architectural drawing based on descriptive geometry and projection, and transitioning to contemporary digital methods based on computational processes and emerging technologies.
Abstract: Drawing from the Model: Fundamentals of Digital Drawing, 3D Modeling, and Visual Programming in Architectural Design presents architectural design students, educators, and professionals with a broad overview of traditional and contemporary architectural representation methods. The book offers insights into developments in computing in relation to architectural drawing and modeling, by addressing historical analog methods of architectural drawing based on descriptive geometry and projection, and transitioning to contemporary digital methods based on computational processes and emerging technologies.
TL;DR: This paper aims to create and implement an alternative method to the conventional three-dimensional pre-rendered visualizations, using a 3D game engine that can provide an interactive based solution, distributed to a computer device, for both the industry and the end user to experience.
Abstract: Architectural Visualizations are the evolution from a once used technique of Architectural Rendering. Through the proliferation of modern technology, the industry has progressed by using more contemporary applications to produce three dimensional (3D) renders for the output of images and videos. Using such applications allows for “photo-realistic” visuals that have an uncanny representation to a real-life environment, for clients to visualize proposed buildings, which can offer both interior and exterior environments. However, such applications lack a key component that could extend the platform that the visualization industry currently uses. Through recent technological developments pertaining to game engines, virtual game environments can render high fidelity visuals in real-time whilst providing interactive elements for deployment to various devices. This paper aims to create and implement an alternative method to the conventional three-dimensional pre-rendered visualizations, using a 3D game engine that can provide an interactive based solution, distributed to a computer device, for both the industry and the end user to experience.
TL;DR: While most design firms, professional artists, and educational programs continue to use conventional graphic modalities to communicate design intent and aesthetic expression, recent developments in computer graphics promise to revolutionize attitudes artists and designers now hold toward their work.