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Runnan Fu

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Journal article (2024) - Runnan Fu, Ivan Pađen, Clara García-Sánchez
Due to lack of information and long geometry generation times, tree geometries are usually oversimplified or even ignored in Computational Fluid Dynamic (CFD) simulations that predict wind and pollutant dispersion in urban areas. Nevertheless, trees are known to impact local wind patterns and air quality levels. Thus, in this paper we explore the effects that tree models automatically reconstructed at diverse Level of Detail (LoD) (1, 2 and 3) have in numerical wind predictions. We address this by comparing the non-dimensional velocity magnitude differences between simulations with multiple tree LoDs. To further understand these differences in changing environmental contexts we use three morphologies: an isolated tree, an idealized street, canyon, and a real urban geometry from Rotterdam, The Netherlands The numerical results show that the velocity magnitude differences between the cases with LoD1 tree models and those with LoD2 tree models can be over 1.0 m/s while the differences between LoD2 and LoD3 cases are rather limited, usually lower than 0.2 m/s. Consequently, through this study we highlight the importance of using tree models in LoD2 or LoD3 at least for CFD simulations of wind flows in urban areas. To further support this conclusion we also analyze the impact of changing wind directions and tree Leaf Area Density (LAD) values in the impact of tree LoDs on wind. The differences found in this work linked to the level of realism in your tree models can support future studies where researchers want to make an informed choice. ...
Because unknown interior layouts can have serious consequences in time-sensitive situations, crisis response teams request many potential solutions for visualizing indoor environments in crisis scenarios. This research uses a game engine to directly visualize point cloud data input of indoor environments for generating clear interaction between the environment and viewers, to aid decision-making in high-stress moments. The prospective final product is an integration of game-oriented visualization and cartography, hosted within Unreal Engine 4 (UE4), allowing users to navigate throughout an indoor environment, and customizing certain interaction features. The UE4 project consists of 4 modules: data preprocessing, render style, functional module, and user interface. Finally, this research uses a single-floor indoor point cloud dataset collected from a building in Rotterdam, the Netherlands for the implementation. ...