Related papers: A Novel Algorithm for Real-time Procedural Generat…
Nowadays three dimension (3D) architectural visualisation has become a powerful tool in the conceptualisation, design and presentation of architectural products in the construction industry, providing realistic interaction and walkthrough…
Current data-driven floor plan generation methods often reproduce the ergonomic inefficiencies found in real-world training datasets. To address this, we propose a novel approach that integrates architectural design principles directly into…
Efficient authoring of vast virtual environments hinges on algorithms that are able to automatically generate content while also being controllable. We propose a method to automatically generate furniture layouts for indoor environments.…
Terrains are the main part of an electronic game. To reduce human effort on game development, procedural techniques are used to generate synthetic terrains. However rendering a terrain is not a trivial task. Their rendering techniques must…
This paper presents a novel approach to procedural generation of urban maps for First Person Shooter (FPS) games. A multi-agent evolutionary system is employed to place streets, buildings and other items inside the Unity3D game engine,…
In the domain of architectural design, the foundational essence of creativity and human intelligence lies in the mastery of solving floorplans, a skill demanding distinctive expertise and years of experience. Traditionally, the…
In this paper, we propose an effective global relation learning algorithm to recommend an appropriate location of a building unit for in-game customization of residential home complex. Given a construction layout, we propose a visual…
Autonomous agents face the challenge of coordinating multiple tasks (perception, motion planning, controller) which are computationally expensive on a single onboard computer. To utilize the onboard processing capacity optimally, it is…
Automated floorplanning or space layout planning has been a long-standing NP-hard problem in the field of computer-aided design, with applications in integrated circuits, architecture, urbanism, and operational research. In this paper, we…
Most existing motion planning algorithms assume that a map (of some quality) is fully determined prior to generating a motion plan. In many emerging applications of robotics, e.g., fast-moving agile aerial robots with constrained embedded…
This paper presents a search-based partial motion planner to generate dynamically feasible trajectories for car-like robots in highly dynamic environments. The planner searches for smooth, safe, and near-time-optimal trajectories by…
In modern runtime systems, memory layout calculations are hand-coded in systems languages. Primitives in these languages are not powerful enough to describe a rich set of layouts, leading to reliance on ad-hoc macros, numerous interrelated…
Building structures can allow a robot to surmount large obstacles, expanding the set of areas it can reach. This paper presents a planning algorithm to automatically determine what structures a construction-capable robot must build in order…
Human beings understand natural language description and could able to imagine a corresponding visual for the same. For example, given a description of the interior of a house, we could imagine its structure and arrangements of furniture.…
In this paper, we propose RoomPlanner, the first fully automatic 3D room generation framework for painlessly creating realistic indoor scenes with only short text as input. Without any manual layout design or panoramic image guidance, our…
Let G = (V, E) be a planar triangulated graph (PTG) having every face triangular. A rectilinear dual or an orthogonal floor plan (OFP) of G is obtained by partitioning a rectangle into \mid V \mid rectilinear regions (modules) where two…
The automatic generation of floorplans given user inputs has great potential in architectural design and has recently been explored in the computer vision community. However, the majority of existing methods synthesize floorplans in the…
This paper describes an approach to automatically extracting floor plans from the kinds of incomplete measurements that could be acquired by an autonomous mobile robot. The approach proceeds by reasoning about extended structural layout…
In computer games, traditional procedural terrain generation relies on a grid of vertices, with each point representing terrain elevation. For each square in the grid, two triangles are created by connecting fixed vertex indices, resulting…
A prototype tool to assist architects during the early design stage of floor plans has been developed, consisting of an Evolutionary Program for the Space Allocation Problem (EPSAP), which generates sets of floor plan alternatives according…