Related papers: Organic Building Generation in Minecraft
The design of molecules and materials with tailored properties is challenging, as candidate molecules must satisfy multiple competing requirements that are often difficult to measure or compute. While molecular structures, produced through…
In this paper, we address the problem of conditional scene decoration for 360-degree images. Our method takes a 360-degree background photograph of an indoor scene and generates decorated images of the same scene in the panorama view. To do…
We propose an algorithm generating planar networks which structure resembles a hierarchical structure of desiccation crack patterns.
Rapid population growth and climate change drive urban renewal and urbanization at massive scales. New computational methods are needed to better support urban designers in developing sustainable, resilient, and livable urban environments.…
Simulation-based approaches to microstructure generation can suffer from a variety of limitations, such as high memory usage, long computational times, and difficulties in generating complex geometries. Generative machine learning models…
This paper introduces a new system to design constructive level generators by searching the space of constructive level generators defined by Marahel language. We use NSGA-II, a multi-objective optimization algorithm, to search for…
Spatial many-species predator-prey systems have been shown to yield very rich space-time patterns. This observation begs the question whether there exist universal mechanisms for generating this type of emerging complex patterns in…
3D scene generation has garnered growing attention in recent years and has made significant progress. Generating 4D cities is more challenging than 3D scenes due to the presence of structurally complex, visually diverse objects like…
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…
We address the task of converting a floorplan and a set of associated photos of a residence into a textured 3D mesh model, a task which we call Plan2Scene. Our system 1) lifts a floorplan image to a 3D mesh model; 2) synthesizes surface…
We present a deep generative scene modeling technique for indoor environments. Our goal is to train a generative model using a feed-forward neural network that maps a prior distribution (e.g., a normal distribution) to the distribution of…
Generative design (GD) methods aim to automatically generate a wide variety of designs that satisfy functional or aesthetic design requirements. However, research to date generally lacks considerations of manufacturability of the generated…
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…
We consider the task of generating realistic 3D shapes, which is useful for a variety of applications such as automatic scene generation and physical simulation. Compared to other 3D representations like voxels and point clouds, meshes are…
In this article, we present an experimental approach to using parameterized Generative Adversarial Networks (GANs) to produce levels for the puzzle game Lily's Garden. We extract two condition vectors from the real levels in an effort to…
Deck building is a crucial component in playing Collectible Card Games (CCGs). The goal of deck building is to choose a fixed-sized subset of cards from a large card pool, so that they work well together in-game against specific opponents.…
3D building generation with low data acquisition costs, such as single image-to-3D, becomes increasingly important. However, most of the existing single image-to-3D building creation works are restricted to those images with specific…
As the next step in extraterrestrial exploration, many engineers and scientists around the country revealed their intense interest to enable multiplanetary human life, including colonizing Mars. This study proposes that architecture on Mars…
We applied Generative Adversarial Networks (GANs) to learn a model of DOOM levels from human-designed content. Initially, we analysed the levels and extracted several topological features. Then, for each level, we extracted a set of images…
Buildings are beautiful mathematical objects tying a variety of subjects in algebra and geometry together in a very direct sense. They form a natural bridge to visualising more complex principles in group theory. As such they provide an…