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GTC: Architecture and the Future of Technology—KPF, HKS, P+W, Gensler and Others

THIS THIRD FEATURE FROM the NVIDIA GTC (GPU Technology Conference) wraps up what was a very healthy AEC track with speakers from many of the global architecture elite firms. Firms include Kohn Peterson Fox (KPF), CannonDesign, Gensler, HKS, Perkins + Will and others. They share their stories about how technology is changing the way they do business.

There was a big focus on interactivity with clients and how to have so many different offices in several countries to operate as one firm. I think it’s important to be aware of how these technologies work as they change how we think about platforms, servers, and real-time collaboration.  There were many conversations about rendering on the GPU and how this is giving us access to new technology that facilitates real-time visualization. NVIDIA’s Denoiser gives you a great quality render in 1 or 2 passes instead of 8 or 16 by using AI to predict what it should be.

The role of AI and Deep Learning in pipelines can help us learn how data is used in a way that gives designers information about how rooms should be designed in an apartment building. VDI is connecting large firms who have offices all over the world; latency issues improve with VMWare and Citrix keeping competitive with updates and a faster worldwide web. Holodeck VR by NVIDIA is changing how VR is being utilized by creating a collaborative environment where architects, engineers, and clients can all interact in real time in a VR walk-through. GPU servers like the DGX-2 are creating smaller footprints for racked workstations by providing GPU power in a 350-pound box with 2 PFLOPS of power.

I wanted to go through some of these panels as the technological tools these firms are using, illustrates how much technology is changing and how powerful the new tools are.

The Future of Real-Time Experience Design

Epic Games presented a speaker panel to discuss the use of the Unreal Engine with partners using UE for high fidelity, interactive experiences for their customers. Owen Coffee from HKS presented their design of the new Texas Rangers Stadium “Globe Life Field” using the Unreal Engine. (image 01) Real-time models from Revit, Rhino and 3ds Max files were imported into the Unreal Engine and Lumion.

01 – Owen Coffee of HKS was talking about Unreal Engine in their pipeline. (image: Akiko Ashley/ Architosh. All rights reserved.)

Proprietary HKS developments enhanced the Unreal models, including a real-time crowd of 40,000 fans. Re-importation of design elements updates via large Revit-based data sets was a complex process where proprietary scripting in 3ds Max streamlined the process. On the screen, Owen Coffee was able to show how the camera moved through the model without latency even with all the fans in their seats. The Unreal Engine was also able to handle surrounding buildings including the stadium next door. (see image 02)

02 – Globe Life Field in Unreal Engine. (image: Akiko Ashley / Architosh. All rights reserved.)

The Unreal Engine does run on the Mac, and if you connect your Mac to a virtual desktop environment (VDI), you have access to many of these tools.

next page: Designing Human-Centric Spaces with Holodeck VR and Machine Learning

Designing Human-Centric Spaces with Holodeck VR and Machine Learning

The discussion in this panel was about the density of housing in cities resulting in high demand for efficient smaller apartments. The design perception was to create spaces that felt larger to the occupant while ensuring it functioned for their everyday lives.

Designers have always been responsible for the perception of their design using static 2D and 3D platforms as an overall part of the building design and evaluation process. In this panel, Kohn Petersen Fox (KPF) architects, Cobus Bothma and Xin Zhang discuss the use of AI-based agents creating and testing these spaces through design and immersive virtual environments using the NVIDIA Holodeck VR and the KPF Urban Interface (custom evaluation tools).

03 – Corbus Bothma and Xin Zhang from KPF. (image: Akiko Ashley / Architosh. All rights reserved.)

They demonstrated how using data helped them determine the size of apartment room layouts for different types of people so that the client could offer apartments to suit an occupant’s lifestyle before construction. An analytical based generative design on an urban scale can use datasets to prioritize comfort, mobility and access, and aesthetics. The process begins with Human Input (Generative Design Data), and the next step is Machine Learning  (Analysis of Data) to Human Evaluation (Immersive Collaborative Evaluation in VR) (see photos 04 – 09 below. images: Akiko Ashley / Architosh. All rights reserved.)

04 – Analytical based generative design at urban scale.

05 – KPF Generative Design.

06 – KPF Machine Learning.

Kohn Petersen Fox has worked on or in development of such projects as the Petersen Automotive Museum, IBM Headquarters, and 10 & 30 Hudson Yards in New York City. KPF has a staff of 550 people with 30 Principals across 16 countries.

07 – KPF Machine Learning Results.

08 – KPF Machine Learning Developed Results.

09 – Human Input to Human Evaluation.

Proprietary tools are common in large firms that want to be able to design more efficiently incorporating data with machine learning into the design to be able to work with their client interactively before building begins.

next page:  How Multi-User Collaborative VR is Changing the Way Architects Design Spaces

How Multi-User Collaborative VR is Changing the Way Architects Design Spaces

CannonDesign’s Jimmy Rotella and Ernesto Pacheco’s panel was demonstrating how multi-user VR environments created shared experiences for collaboration in architectural building models. It covered the modeling build of the environment, basic configuration, and how it was put into production.

VR can be a lonely experience with only one person using goggles. VDI and Holodeck VR allow a multi-user experience that generates the next level of collaboration and reduces the limitations of the physical location where VR is happening—giving you a face-to-face communication with real-time interaction through the design process. You can walk through the model with a structural engineer, builder, or client.  The virtual environment gives the client the ability to participate in the design process. The client can do real-time markups like using a pencil.

The Holodeck VR Process

The NVIDIA Holodesk VR process looks like this for CannonDesign. It involves moving architectural models from Autodesk Revit into Abvent’s Twinmotion then to Autodesk 3ds Max from which files are saved out to Adobe Photoshop for a round trip loop in Illustrator and back to 3ds Max and then to Holodesk VR.

10 – CannonDesign’s Holodesk VR process from Revit to final Holodeck VR.

CannonDesign’s presentation recommended a polycount limit for ideal performance at 50 million triangles. It also recommended an object limit of 30,000 objects and a maximum limit of unique materials at 64.

The system requirements for this process for the Holodeck include a Windows PC or workstation with an NVIDIA Quadro P6000, GeForce GTX 1080 Ti, or a GeForce Titan Xp. The CPU recommendation was Intel i7-6700 or higher, but a Xeon that is more powerful on spec could also suit the bill. 80 GB of free desk space on an SSD or very fast HDD, with 16 GB of RAM or higher, Windows 10 64-bit SP1 or higher with a separate Steam account for each system. You will also need an HTC Vive or Oculus Rift with Touch controllers.

Architosh has already published a report on the CannonDesign presentation with an interview of Rotell and Pacheco. (see: Architosh, “CannonDesign—Powering Their Design Pipeline with NVIDIA GPU Technology,” 17 Apr 2018.)

Exploring Holodeck Use Cases for AEC

This panel talked about the real world use of the Holodeck VR and how it could save time and money in the design process by solving problems before they happen.

Panelist

Andrew Burdick, of Ennead Architecture, pointed out that not every client is going to be able to imagine a 3D space. He likes the idea that you can incorporate clients into projects and they can learn with you—sharing the model in a way to get the most honest feedback.

Nicholas Cameron, from Perkins + Will, would like to see more features included in Holodeck so it is more universally available with a better price point, easy plug and play, wireless connectivity, and more weather-related interactivity. It should be pointed out that NVIDIA’s Holodeck is currently in early access and companies must apply to get into the beta use period. You can learn more here.

The panel made a good point about whether software tools could accidentally limit the creative process while enhancing other features. When does the application hinder the design process?

GPU rendering is quicker, faster rendering, and more studios will be using it said the panel.

Autodesk BIM Cloud Workspace and Azure and Citrix Discussions

GPU virtualization in the cloud is now changing the way architects, builders, designers, and engineer’s work. This panel explored the BIM 360, Revit, and Navisworks in the Cloud through a digital workspace hosted by Citrix XenDesktop HDX Pro running on Microsoft Azure NV-series virtual machine with NVIDIA Quadro Workstation Technology.

The discussion was about how the technology allows TBI personnel to work together from any location in the world. It allows optimized 3D user experience on any device. TBI has evolved from the 2D flatland to the more advanced 3D optimization of digital data.

An Architectural Design Firm’s Journey through Virtual GPU Technology for Global Collaboration

Andrew Schilling and Jimmy Rotella from CannonDesign shared their firm’s implementation of virtualization on a global level. CannonDesign has 19 offices worldwide all tied back into one data center, everyone at the firm, wherever they are, can share projects and work on the same files.

MORE: CannonDesign—Powering Their Design Pipeline with NVIDIA GPU Technology

CannonDesign decided to virtualize because of the need for collaboration. The firm operates as a single firm, multi-office (SFMO) company. The firm’s employees have “workstation” and GPU access from anywhere including home. This creates greater flexibility and mobility for employees, and the ability to share and reallocate resources.  CannonDesign needed more power for their firm with a growing demand for projects and expansion than previously obtained. They use a very mixed environment for their racked workstations. They incorporated benchmark tools to test their machines. RFO benchmark, Cinebench,  Holomark, and PCMark to test overall performance.

11 – CannonDesign’s Holomark Benchmarks. (image: Akiko Ashley)

NVIDIA’s Quadro cards are used in Cannon’s pipeline as they give staff the ability to use the GPU to do faster ray trace rendering or use real-time technologies for visualization that meet their benchmark standards.

CannonDesign uses Cisco UCS Blades in their data center.  They did a cost comparative per user for their hardware purchases. Previous VDI users will see a savings of 13.5 hours per week using Revit on the Cisco hardware, which equates to $2,500.USD per week in billable hours.  New servers reduce 85% server space compared to older servers. VDI users see a savings of 310 seconds in operations when rotating, orbiting, panning, or zooming.  Users save 86 seconds when creating models and exporting them. RWS users see a saving of 10 seconds when doing the same with 25 seconds savings when creating models and exporting.

VDI is cost efficient for a large firm. However, what may work for CannonDesign may not work for a smaller firm. It’s always best to consider what tools you need, what hardware and software, and the number of users and projects to see if this is something your firm can incorporate.

Virtualized desktop infrastructure (VDI), for those who may not have the concept of what is going on, is server-based computing. It is the client-server model and enables centralized storage of data (files) and the applications that power that data.

next page: Four Years of GPU Accelerated VDI for AEC & Closing Comments

Four Years of GPU Accelerated VDI for AEC

This panel explored pipeline decisions of a smaller firm Browning Day Mullin Dierfort (BDMD)—an architecture, planning, landscape and interior design firm in the Midwest—and how they use VDI on a smaller scale than CannonDesign.

VDI for Smaller Firms

Their decision process has different needs. Jeremy Stroebel discussed how to make a cost-efficient case study with use of AutoCAD, Revit, and SketchUp alongside the XenDesktop environment. He said that VMWare and Citrix were about the same as they both give updates on a regular basis so using either was fine for their needs.

The decisions for their pipeline were based on “design decisions” including Desktop vs. Applications, Persistent vs. Non-Presistant, Hypervisor (XenServer vs. VMWare ESXi) and Broker (XenDesktop vs. Horizon).He states you must understand your environment including, what are your applications, “desktop set-ups” (Dual Monitors or anything unique), and assessment (Lakeside Systrack, Liquidware Stratusphere UX).

BDMD only does 2D CAD with AutoCAD, a single threaded app with moderate GPU usage; NVIDIA recommended 1GB GPU, moderate RAM (8GB is required), and a server-side cursor is very important for UX. Revit is a single threaded app, predominantly, with the exception of rendering; lower GPU utilization (generally) using DirectX (not Open GL), larger RAM requirements for larger models. Sketchup is a single threaded app that is now 64 bit and can use more RAM. It is very GPU dependent for good UX; high RAM requirements for large models and shadows. It uses Open GL.

Closing Commentary

This third and final feature from the 2018 NVIDIA GTC (GPU Technology Conference) summarizes a range of superb architecture industry presentations and panels. Earlier we published a feature focused on the broad view behind the NVIDIA GTC. (see: Architosh, “GTC 2018—NVIDIA Technologies Are Changing The Way We Work,” 5 Apr 2018) and the second feature was dedicated to an interview with the team from CannonDesign architects. (see: Architosh, “CannonDesign—Powering Their Design Pipeline with NVIDIA GPU Technology,” 17 Apr 2018)

Technology is changing Architecture, Engineering, Construction and Manufacturing

There is little doubt that technologies from companies like NVIDIA are dramatically reshaping what is possible for industries like AEC and Manufacturing.

Real time virtualization is helping create interactive environments for both employees and clients to collaborate while designing. VDI is giving firms with multiple locations in different countries the ability to work as a “single unit.” Proprietary tools can take advantage of AI and Machine Learning to give us an understanding of large sets of data and interpret them in ways that are useful in the design process. The technology and pipelines are more complex and it is good to know what works and what doesn’t. Scale and cost are important factors for firms considering these advanced technologies.

As a point of analysis, Vulkan implementation was not part of the discussion yet, but I expect it will be in the future especially with the need to take advantage of every bit of power from the GPU. In that case, low-level and bare metal graphics APIs like Vulkan will become important.

A Few Points About Macs

Apple will be introducing Mac Pros in the future. Users and readers of this site must wonder how these future machines will fit in these VDI environments? One of the beauties of virtualized environments, including LAN based and PCoIP based tools like HP Remote Graphics and Teradici, is that applications can be brought down to all kinds of devices and platforms—and the Mac is a prominent target in particular given their popularity.

Will the new Pro line collaborate with all these technologies and be incorporated with the new OS or will Apple build VDI support by creating their own products? If the latter is the case, Apple’s build their own approach could offer unique benefits or it could actually isolate the platform if their VDI technologies required other Apple-dependent kit not yet produced.

Whatever route Apple takes, they can’t take an approach in the Pro market that leaves Pro users isolated in their own ecosystem because it makes it harder for developers, IT support, and even users to support their products in these markets and their pipelines.

INSIDER Benefit—Further Discussion

I spent a lot of time at the NVIDIA GTC talking to developers and users alike. If you have more questions—or any questions—about the details discussed in this report or about these firms you can send me a note at Akiko {dot} Ashley {at} gmail.com. This offer is extended just to INSIDER subscribers as a complimentary benefit for their membership at Architosh.

To learn about INSIDER follow the links in the footer or header.

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