Most city-generation computer graphic algorithmsare focused on creating exteriors by extruding some randomshapes. The problem with this approach is that the interiors areignored. This paper presents a series of algorithms and heuristicsto generate building blueprints of single or multi-floor houses.The type and cost of the building establish the lot space availablefor it. In the case of a single floor, rooms with their correspondingdoors and windows will be placed on the space randomly byfollowing a set of conditions that dictate where the rooms canbe placed with respect to each other. In the case of multiplefloors, the first floor contains public rooms only; the upper floorscontain private rooms. The algorithm’s output consists of a twodim...
We introduce the foundations of a novel approach that deals with constraint-based design methods to ...
Computer games often take place in extensive virtual worlds, attractive for roaming and exploring. U...
Due to the recent advancement in procedural generation techniques, games are presenting players with...
Most city-generation computer graphic algorithmsare focused on creating exteriors by extruding some ...
Abstract—Real-time generation of natural-looking floor plans is vital in games with dynamic environm...
Modern games often feature highly detailed urban envi-ronments. However, buildings are typically rep...
Modern games often feature highly detailed urban environments. However, buildings are typically repr...
As virtual reality simulations, video games, and computer animated movies become more prevalent, the...
M.Sc. (Computer Science)This dissertation presents a method for learning from existing building desi...
The combinatorial complexity of most floor plan design problems makes it practically impossible to o...
This thesis explores the procedural generation of 3D buildings from the floor plan all the way to the...
This paper presents a mechanism to generate virtual buildings considering designer constraints and g...
Manually laying out the floor plan for buildings with highly-dense adjacency constraints at the earl...
This paper presents a method for real-time generation of detailed procedural cities. Buildings are g...
Abstract—Computer games often take place in extensive virtual worlds, attractive for roaming and exp...
We introduce the foundations of a novel approach that deals with constraint-based design methods to ...
Computer games often take place in extensive virtual worlds, attractive for roaming and exploring. U...
Due to the recent advancement in procedural generation techniques, games are presenting players with...
Most city-generation computer graphic algorithmsare focused on creating exteriors by extruding some ...
Abstract—Real-time generation of natural-looking floor plans is vital in games with dynamic environm...
Modern games often feature highly detailed urban envi-ronments. However, buildings are typically rep...
Modern games often feature highly detailed urban environments. However, buildings are typically repr...
As virtual reality simulations, video games, and computer animated movies become more prevalent, the...
M.Sc. (Computer Science)This dissertation presents a method for learning from existing building desi...
The combinatorial complexity of most floor plan design problems makes it practically impossible to o...
This thesis explores the procedural generation of 3D buildings from the floor plan all the way to the...
This paper presents a mechanism to generate virtual buildings considering designer constraints and g...
Manually laying out the floor plan for buildings with highly-dense adjacency constraints at the earl...
This paper presents a method for real-time generation of detailed procedural cities. Buildings are g...
Abstract—Computer games often take place in extensive virtual worlds, attractive for roaming and exp...
We introduce the foundations of a novel approach that deals with constraint-based design methods to ...
Computer games often take place in extensive virtual worlds, attractive for roaming and exploring. U...
Due to the recent advancement in procedural generation techniques, games are presenting players with...