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An increasingly common area of study in procedural content generation is the creation of level segments: short pieces that can be used to form larger levels. Previous work has used basic concatenation to form these larger levels. However,…
In this paper, we propose an end-end model for producing furniture layout for interior scene synthesis from the random vector. This proposed model is aimed to support professional interior designers to produce the interior decoration…
While recent advancements in machine learning, such as LLMs, are revolutionizing software development and creative industries, they have had minimal impact on engineers designing mechanical parts, which remains largely a manual process.…
Recently released open-source pre-trained foundational image segmentation and object detection models (SAM2+GroundingDINO) allow for geometrically consistent segmentation of objects of interest in multi-view 2D images. Users can use…
We propose a new procedural content generation method which learns iterative level generators from a dataset of existing levels. The Path of Destruction method, as we call it, views level generation as repair; levels are created by…
In this paper, we present GPLAN, software aimed at constructing dimensioned floorplan layouts based on graph-theoretical and optimization techniques. GPLAN takes user requirements as input in the following two forms: i. Adjacency graph: It…
Nature features a plethora of extraordinary photonic architectures that have been optimized through natural evolution. While numerical optimization is increasingly and successfully used in photonics, it has yet to replicate any of these…
We propose a robust and efficient framework to generate global trajectories for ground robots in complex 3D environments. The proposed method takes point cloud as input and efficiently constructs a multi-level map using triangular patches…
In this paper, the problem of automating the pre-grasps generation for novel 3d objects has been discussed. The objects represented as cloud of 3D points are split into parts and organized in a tree structure, where parts are approximated…
This project explores speculative evolution through a 3D implementation of Conway's Game of Life, using procedural simulation to generate unfamiliar extraterrestrial organic forms. By applying a volumetric optimized workflow, the raw…
This work proposes an automatic real time lighting technique for procedurally generated isometric maps. The scenario is generated from a string seed and the proposed lighting system estimates the geometrical shape of the 2D objects as if…
This paper presents Roof-GAN, a novel generative adversarial network that generates structured geometry of residential roof structures as a set of roof primitives and their relationships. Given the number of primitives, the generator…
The procedural generation of levels and content in video games is a challenging AI problem. Often such generation relies on an intelligent way of evaluating the content being generated so that constraints are satisfied and/or objectives…
Recent studies show increasing demands and interests in automatically generating layouts, while there is still much room for improving the plausibility and robustness. In this paper, we present a data-driven layout framework without model…
In this paper we propose a method to extract an abstracted floor plan from typical grid maps using Bayesian reasoning. The result of this procedure is a probabilistic generative model of the environment defined over abstract concepts. It is…
Grid space partitioning is a technique to speed up queries to graphics databases. We present a parallel grid construction algorithm which can efficiently construct a structured grid on GPU hardware. Our approach is substantially faster than…
Self-organization of heterogeneous particle swarms is rich in its dynamics but hard to design in a traditional top-down manner, especially when many types of kinetically distinct particles are involved. In this chapter, we discuss how we…
This chapter aims at introducing and discussing the techniques for the generation of 3D Finite Element Meshes of human organs. The field of computer assisted surgery is more specifically addressed.
We present a method for generating physically-based materials for 3D shapes based on a video diffusion transformer architecture. Our method is conditioned on input geometry and a text description, and jointly models multiple material…
We address the challenge of generating 3D worlds from textual descriptions. We propose SynCity, a training- and optimization-free approach, which leverages the geometric precision of pre-trained 3D generative models and the artistic…