Procedural Generation of 3D Building-Interiors

Franz Spitaler
Procedural Generation of 3D Building-Interiors
[poster] [thesis]

Information

Abstract

Procedural systems are a great way to create a lot of geometric 3D content for various purposes, e.g., computer games or feature movies. They are usually based on formal grammars theory. Nowadays, a well known approach for the generation of virtual cities is the so-called 'CGA'-grammar (computer generated architecture). It was introduced a few years ago and is widely in use, however, its major drawback is the complexity and amount of code that has to be written to create good-looking results. To overcome this problem, a visual editor for the design of buildings is introduced in this thesis. It allows the user to define the aspects of a building in a top-down manner, including their interiors. Starting from the amount of floors, the user is able to define how rooms should be distributed including cross-floor relations, like staircases or elevators. Using 'generation-rules' the user is also able to add more details to the interior (e.g., furniture) and exterior (e.g. facades, plants, etc.). We demonstrate that our technique can create a great variety of visually appealing and realistic results.

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BibTeX

@mastersthesis{spitaler-2015-pbi,
  title =      "Procedural Generation of 3D Building-Interiors",
  author =     "Franz Spitaler",
  year =       "2015",
  abstract =   "    Procedural systems are a great way to create a lot of
               geometric 3D content for various purposes, e.g., computer
               games or feature movies. They are usually based on formal
               grammars theory. Nowadays, a well known approach for the
               generation of virtual cities is the so-called 'CGA'-grammar
               (computer generated architecture). It was introduced a few
               years ago and is widely in use, however, its major drawback
               is the complexity and amount of code that has to be written
               to create good-looking results. To overcome this problem, a
               visual editor for the design of buildings is introduced in
               this thesis. It allows the user to define the aspects of a
               building in a top-down manner, including their interiors.
               Starting from the amount of floors, the user is able to
               define how rooms should be distributed including cross-floor
               relations, like staircases or elevators. Using
               'generation-rules' the user is also able to add more details
               to the interior (e.g., furniture) and exterior (e.g.
               facades, plants, etc.). We demonstrate that our technique
               can create a great variety of visually appealing and
               realistic results.  ",
  month =      aug,
  address =    "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria",
  school =     "Institute of Computer Graphics and Algorithms, Vienna
               University of Technology ",
  keywords =   "procedural geometric modeling, 3D modeling, geometric urban
               modeling, computer graphics",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2015/spitaler-2015-pbi/",
}