Neurosurgery · 2010 · 36 citations · 9 references
Modern games often feature highly detailed urban envi-ronments. However, buildings are typically represented only by their façade, because of the excessive costs it would entail to manually model all interiors. Although automated procedural techniques for building interiors exist, their application is to date limited. One of the rea-sons for this is because designers have too little control over the resulting room topology. Also, generated floor plans do not always adhere to the necessary consistency constraints, such as reachability and connectivity. In this paper, we propose a novel and flexible technique for generating procedural floor plans subject to user-defined constraints. We demonstrate its versatility, by showing generated floor plans for different classes of buildings, some of which consist of several connected floors. It is concluded that this method results in plausible floor plans, over which a designer has control by defining func-tional constraints. Furthermore, the method is efficient and easy to implement and integrate into the larger context of procedural modeling of urban environments.
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Procedural modeling of buildings
Pascal Müller, Peter Wonka, Simon Haegler et al. · ACM Transactions on Graphics · 2006 · 933 citations
Pascal Muller · 2006 · 671 citations
Peter Wonka, Michael Wimmer, François X. Sillion et al. · 2003 · 378 citations
Real-time procedural generation of `pseudo infinite' cities
Stefan Greuter, Jeremy Parker, Nigel Stewart et al. · 2003 · 117 citations
Urban Modelling, Computer Graphic Technique, Computer-aided Design +18
The role of semantics in games and simulations
Tim Tutenel, Rafael Bidarra, R.M. Smelik et al. · Computers in entertainment · 2008 · 83 citations
Game Ai, Engineering, Game Theory +19