Algorithmic beauty of buildings: Methods for procedural building generation

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Reference

Martin, J.: Algorithmic beauty of buildings: Methods for procedural building generation. Thesis, Trinity University, San Antonio, TX, USA (2004).

DOI

Abstract

As virtual reality simulations, video games, and computer animated movies become more prevalent, the need arises to generate the content—the three-dimensional models—via an algorithm rather than crafting them by hand. Previous research in the area of procedural building generation has focused merely on the external appearance of commercial buildings. These methods are unsatisfactory for certain applications due to the lack of a walk-through feature. A new algorithm is proposed to generate residential units with realistic floor plans based partially on the architectural observations of Christopher Alexander. Results for the algorithm display real-time performance and a resemblance to real home floor plans. Also, a complex algorithmic framework for generating hyper-realistic residential units is described, along with algorithms that operate within the framework to generate more realistic resi- dential units. The results of these two methods of residential unit generation are analyzed and the implications of this analysis is discussed. Future research areas are also suggested.

Extended Abstract

Bibtex

Used References

[1] Christopher Alexander, Sara Ishikawa, and Murray Silverstein. A Pattern Language. Oxford University Press, 1977.

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Links

Full Text

http://digitalcommons.trinity.edu/cgi/viewcontent.cgi?article=1003&context=compsci_honors

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