Related papers: 3-Phase Recognition Approach to Pseudo 3D Building…
Procedural Content Generation for 3D game levels faces challenges in balancing spatial coherence, navigational functionality, and adaptable gameplay progression across multi-floor environments. This paper introduces a novel framework for…
The automated generation of interactive 3D cities is a critical challenge with broad applications in autonomous driving, virtual reality, and embodied intelligence. While recent advances in generative models and procedural techniques have…
While three-dimensional (3D) building models play an increasingly pivotal role in many real-world applications, obtaining a compact representation of buildings remains an open problem. In this paper, we present a novel framework for…
This paper describes a novel approach for generating accurate floor plans and 3D models of building interiors using scanned mesh data. Unlike previous methods, which begin with a high resolution point cloud from a laser range-finder, our…
Renovating existing buildings is essential for climate impact. Early-phase renovation planning requires simulations based on thermal 3D models at Level of Detail (LoD) 3, which include features like windows. However, scalable and accurate…
Human perception of 3D shapes goes beyond reconstructing them as a set of points or a composition of geometric primitives: we also effortlessly understand higher-level shape structure such as the repetition and reflective symmetry of object…
In the architectural design process, floor plan generation is inherently progressive and iterative. However, existing generative models for floor plans are predominantly end-to-end generation that produce an entire pixel-based layout in a…
Generating accurate 3D models is a challenging problem that traditionally requires explicit learning from 3D datasets using supervised learning. Although recent advances have shown promise in learning 3D models from 2D images, these methods…
During the earliest phase of architectural design process, practitioners after analyzing the client's design program, legal requirements, topographic constraints, and preferences synthesize these requirements into architectural floor plan…
We introduce ProcGen3D, a new approach for 3D content creation by generating procedural graph abstractions of 3D objects, which can then be decoded into rich, complex 3D assets. Inspired by the prevalent use of procedural generators in…
We present SatSkylines, a 3D building generation approach that takes satellite imagery and coarse geometric priors. Without proper geometric guidance, existing image-based 3D generation methods struggle to recover accurate building…
3D Content Generation is at the heart of many computer graphics applications, including video gaming, film-making, virtual and augmented reality, etc. This paper proposes a novel deep-learning based approach for automatically generating…
We address 2D floorplan reconstruction from 3D scans. Existing approaches typically employ heuristically designed multi-stage pipelines. Instead, we formulate floorplan reconstruction as a single-stage structured prediction task: find a…
Compositional 3D scene synthesis has diverse applications across a spectrum of industries such as robotics, films, and video games, as it closely mirrors the complexity of real-world multi-object environments. Conventional works typically…
City scene generation has gained significant attention in autonomous driving, smart city development, and traffic simulation. It helps enhance infrastructure planning and monitoring solutions. Existing methods have employed a two-stage…
Leveraging 3D information within Multimodal Large Language Models (MLLMs) has recently shown significant advantages for indoor scene understanding. However, existing methods, including those using explicit ground-truth 3D positional…
In the early design stage of Japanese detached houses, the lack of a unified design representation among clients, sales representatives, and designers leads to design drift and inefficient feedback. Usually, sketches handed off by sales…
The software development life cycle (SDLC) is a procedure used to develop a software system that meets both the customer s needs and real-world requirements. The first phase of the SDLC involves creating a conceptual model that represents…
We generate abstractions of buildings, reflecting the essential aspects of their geometry and structure, by learning to invert procedural models. We first build a dataset of abstract procedural building models paired with simulated point…
As we begin to consider modeling large, realistic 3D building scenes, it becomes necessary to consider a more compact representation over the polygonal mesh model. Due to the large amounts of annotated training data, which is costly to…