Ivan Silveira, Daniel Camozzato, Fernando P. Marson, L. Dihl, S. Musse
{"title":"基于语义的个性化立面和内部外观的实时程序生成","authors":"Ivan Silveira, Daniel Camozzato, Fernando P. Marson, L. Dihl, S. Musse","doi":"10.1109/SBGames.2015.32","DOIUrl":null,"url":null,"abstract":"This article presents a computational model for procedural generation of customized façade and interior styles of buildings for use in three-dimensional virtual environments of games and simulations. The model makes use of two types of input information: geometric and semantic. The geometric information is related to the two-dimensional floor plan of a building, with its parts and dimensions, as well as positions for doors and windows. The semantic information enables the creation of architectural styles, enabling variations for materials and textures for the façade and inner parts, as well as for the shapes and dimensions of doors and windows. Changing one or more input parameters modifies the final appearance of the result. The proposed computational model can be used to generate large virtual environments, as it allows mixing different floor plans and architectural styles to achieve visual diversity. The main characteristics of the work are the realtime procedural generation of 3D buildings, the customization of façades and building interiors, as well as the use of semantic to assign meaning to the different elements of the house.","PeriodicalId":102706,"journal":{"name":"2015 14th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"10 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2015-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"Real-Time Procedural Generation of Personalized Facade and Interior Appearances Based on Semantics\",\"authors\":\"Ivan Silveira, Daniel Camozzato, Fernando P. Marson, L. Dihl, S. Musse\",\"doi\":\"10.1109/SBGames.2015.32\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This article presents a computational model for procedural generation of customized façade and interior styles of buildings for use in three-dimensional virtual environments of games and simulations. The model makes use of two types of input information: geometric and semantic. The geometric information is related to the two-dimensional floor plan of a building, with its parts and dimensions, as well as positions for doors and windows. The semantic information enables the creation of architectural styles, enabling variations for materials and textures for the façade and inner parts, as well as for the shapes and dimensions of doors and windows. Changing one or more input parameters modifies the final appearance of the result. The proposed computational model can be used to generate large virtual environments, as it allows mixing different floor plans and architectural styles to achieve visual diversity. The main characteristics of the work are the realtime procedural generation of 3D buildings, the customization of façades and building interiors, as well as the use of semantic to assign meaning to the different elements of the house.\",\"PeriodicalId\":102706,\"journal\":{\"name\":\"2015 14th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)\",\"volume\":\"10 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2015-11-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2015 14th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/SBGames.2015.32\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2015 14th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SBGames.2015.32","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Real-Time Procedural Generation of Personalized Facade and Interior Appearances Based on Semantics
This article presents a computational model for procedural generation of customized façade and interior styles of buildings for use in three-dimensional virtual environments of games and simulations. The model makes use of two types of input information: geometric and semantic. The geometric information is related to the two-dimensional floor plan of a building, with its parts and dimensions, as well as positions for doors and windows. The semantic information enables the creation of architectural styles, enabling variations for materials and textures for the façade and inner parts, as well as for the shapes and dimensions of doors and windows. Changing one or more input parameters modifies the final appearance of the result. The proposed computational model can be used to generate large virtual environments, as it allows mixing different floor plans and architectural styles to achieve visual diversity. The main characteristics of the work are the realtime procedural generation of 3D buildings, the customization of façades and building interiors, as well as the use of semantic to assign meaning to the different elements of the house.