Due to the recent advancement in procedural generation techniques, games are presenting players with ever growing cities and terrains to explore. However most sandbox-style games situated in cities, do not allow players to wander into buildings. In past research, space planning techniques have already been utilized to generate suitable layouts for both building floor plans and room layouts. We introduce a novel rule-based layout solving approach, especially suited for use in conjunction with procedural generation methods. We show how this solving approach can be used for procedural generation by providing the solver with a user-defined plan. In this plan, users can specify objects to be placed as instances of classes, which in turn contain ...
The general scope of this paper is to present the development of an approach for the generation of p...
Training and simulation applications in virtual worlds require significant amounts of urban environm...
M.Sc. (Computer Science)This dissertation presents a method for learning from existing building desi...
Modern games often feature highly detailed urban environments. However, buildings are typically repr...
Modern games often feature highly detailed urban envi-ronments. However, buildings are typically rep...
Computer games often take place in extensive virtual worlds, attractive for roaming and exploring. U...
Abstract—Computer games often take place in extensive virtual worlds, attractive for roaming and exp...
Abstract—Real-time generation of natural-looking floor plans is vital in games with dynamic environm...
Procedural content generation is becoming more and more relevant to solve the problem of content cre...
Background: Procedural content generation (PCG) has become an important subject as the demand for co...
Design of game worlds is becoming more and more labor-intensive because of the increasing demand and...
Computational design is one of the most common tasks of immersive computer graphics projects, such a...
This paper described a prototype of interactive space layout, a tool for primary stage of architectu...
Ⅰ.INTRODUCTION / Ⅱ.ALGORITHMIC LAYOUT PLANNING / Ⅲ.EXPERIMENTAL GENERATION OF ROOM LAYOUT PLANS AND ...
Design of game worlds is becoming more and more labor-intensive because of the increasing demand and...
The general scope of this paper is to present the development of an approach for the generation of p...
Training and simulation applications in virtual worlds require significant amounts of urban environm...
M.Sc. (Computer Science)This dissertation presents a method for learning from existing building desi...
Modern games often feature highly detailed urban environments. However, buildings are typically repr...
Modern games often feature highly detailed urban envi-ronments. However, buildings are typically rep...
Computer games often take place in extensive virtual worlds, attractive for roaming and exploring. U...
Abstract—Computer games often take place in extensive virtual worlds, attractive for roaming and exp...
Abstract—Real-time generation of natural-looking floor plans is vital in games with dynamic environm...
Procedural content generation is becoming more and more relevant to solve the problem of content cre...
Background: Procedural content generation (PCG) has become an important subject as the demand for co...
Design of game worlds is becoming more and more labor-intensive because of the increasing demand and...
Computational design is one of the most common tasks of immersive computer graphics projects, such a...
This paper described a prototype of interactive space layout, a tool for primary stage of architectu...
Ⅰ.INTRODUCTION / Ⅱ.ALGORITHMIC LAYOUT PLANNING / Ⅲ.EXPERIMENTAL GENERATION OF ROOM LAYOUT PLANS AND ...
Design of game worlds is becoming more and more labor-intensive because of the increasing demand and...
The general scope of this paper is to present the development of an approach for the generation of p...
Training and simulation applications in virtual worlds require significant amounts of urban environm...
M.Sc. (Computer Science)This dissertation presents a method for learning from existing building desi...