scholarly journals ArchHouseGenerator – A Framework for House Generation

2010 ◽  
Vol 2 (5) ◽  
Author(s):  
Nuno Rodrigues ◽  
Luís Magalhães ◽  
João Paulo Moura ◽  
Alan Chalmers ◽  
Filipe Santos ◽  
...  

The manual creation of virtual environments is a demanding and costly task. With the increasing demand for more complex models in different areas, such as the design of virtual worlds, video games and computer animated movies the need to generate them automatically has become more necessary than ever.This paper presents a framework for the automatic generation of houses based on architectural rules. This approach has some innovating features, including the implementation of architectural rules, and produces 2D floor plans as well as complete 3D models, with a high level of detail, in just a few seconds. To evaluate the framework two different applications were developed and the output models were tested for different fields of application (e.g. virtual worlds). The results obtained contain evidences that the proposed framework may lead to the development of several specific applications to produce accurate 3D models of houses representing different realities (e.g. civilizations, epochs, etc.).

Author(s):  
Nuno Rodrigues ◽  
Luís Magalhães ◽  
João Paulo Moura ◽  
Alan Chalmers ◽  
Filipe Santos ◽  
...  

With the increasing demand for more complex and larger models in different fields, such as the design of virtual worlds, video games, and computer animated movies, the need to generate them automatically has become more necessary than ever. Manual tools are no longer sufficient to match this rising need, and the impact that automatic tools may have within these fields is essential and may lead to an adoption of virtual worlds in a growing number of applications. Indeed, it is possible to eliminate most of the effort associated with the creation of such environments, by providing tools that may generate “massive” 3D content automatically. In consequence these tools may lead to an exponential growth of virtual environments and represent an important turn into the design of realistic virtual cities, which may have a huge impact on virtual world users. This chapter discusses the very complex issue of where and when procedural modelling may be used and presents some solutions and methods that have been successfully used in the aforementioned fields of application.


2018 ◽  
Vol 2018 ◽  
pp. 1-11 ◽  
Author(s):  
Yea Som Lee ◽  
Bong-Soo Sohn

3D maps such as Google Earth and Apple Maps (3D mode), in which users can see and navigate in 3D models of real worlds, are widely available in current mobile and desktop environments. Users usually use a monitor for display and a keyboard/mouse for interaction. Head-mounted displays (HMDs) are currently attracting great attention from industry and consumers because they can provide an immersive virtual reality (VR) experience at an affordable cost. However, conventional keyboard and mouse interfaces decrease the level of immersion because the manipulation method does not resemble actual actions in reality, which often makes the traditional interface method inappropriate for the navigation of 3D maps in virtual environments. From this motivation, we design immersive gesture interfaces for the navigation of 3D maps which are suitable for HMD-based virtual environments. We also describe a simple algorithm to capture and recognize the gestures in real-time using a Kinect depth camera. We evaluated the usability of the proposed gesture interfaces and compared them with conventional keyboard and mouse-based interfaces. Results of the user study indicate that our gesture interfaces are preferable for obtaining a high level of immersion and fun in HMD-based virtual environments.


2020 ◽  
Vol 12 (17) ◽  
pp. 6713
Author(s):  
Youngsoo Byun ◽  
Bong-Soo Sohn

Building Information Modeling (BIM) refers to 3D-based digital modeling of buildings and infrastructure for efficient design, construction, and management. Governments have recognized and encouraged BIM as a primary method for enabling advanced construction technologies. However, BIM is not universally employed in industries, and most designers still use Computer-Aided Design (CAD) drawings, which have been used for several decades. This is because the initial costs for setting up a BIM work environment and the maintenance costs involved in using BIM software are substantially high. With this motivation, we propose a novel software system that automatically generates BIM models from two-dimensional (2D) CAD drawings. This is highly significant because only 2D CAD drawings are available for most of the existing buildings. Notably, such buildings can benefit from the BIM technology using our low-cost conversion system. One of the common problems in existing methods is possible loss of information that may occur during the process of conversion from CAD to BIM because they mainly focus on creating 3D geometric models for BIM by using only floor plans. The proposed method has an advantage of generating BIM that contains property information in addition to the 3D models by analyzing floor plans and other member lists in the input design drawings together. Experimental results show that our method can quickly and accurately generate BIM models from 2D CAD drawings.


Author(s):  
Florian Hruby ◽  
Irma Castellanos ◽  
Rainer Ressl

Abstract Scale has been a defining criterion of mapmaking for centuries. However, this criterion is fundamentally questioned by highly immersive virtual reality (VR) systems able to represent geographic environments at a high level of detail and, thus, providing the user with a feeling of being present in VR space. In this paper, we will use the concept of scale as a vehicle for discussing some of the main differences between immersive VR and non-immersive geovisualization products. Based on a short review of diverging meanings of scale we will propose possible approaches to the issue of both spatial and temporal scale in immersive VR. Our considerations shall encourage a more detailed treatment of the specific characteristics of immersive geovisualization to facilitate deeper conceptual integration of immersive and non-immersive visualization in the realm of cartography.


2009 ◽  
Vol 2 (3) ◽  
Author(s):  
Jordi Janer

The computer-assisted design of soundscapes for virtual environments has received far less attention than the creation of graphical content. In this “think piece” we briefly introduce the principal characteristics of a framework under development that aims towards the creation of an automatic sonification of virtual worlds. As a starting point, the proposed system is based on an on-line collaborative sound repository that, together with content-based audio retrieval tools, assists the search of sounds to be associated with 3D models or scenes.


Author(s):  
E. Colucci ◽  
F. Noardo ◽  
F. Matrone ◽  
A. Spanò ◽  
A. Lingua

<p><strong>Abstract.</strong> The need to share information about architectural heritage effectively after a disaster event, in order to foster its preservation, requires the use of a common language between the involved actors and stakeholders. A database able to connect the architectural heritage representation with the data useful for hazard and risk analysis can thus be a powerful instrument. This paper outlines a methodology to represent 3D models of the architectural heritage, according to some existing standards data models, and relate their geometric features to the damage mechanisms that could occur after an earthquake. Among all the existing standard to represent cartographic, cultural heritage and hazard/risk information, respectively INSPIRE, CityGML, UNESCO, CIDOC-CRM, its extension MONDIS and the Getty Institute vocabularies, compliant to the CIDOC-CRM, have been taken into account. An INSPIRE extension has been proposed for increasing the level of detail (LoD) of the representation and improving the description of heritage buildings, adding some macro-elements and elements “feature types” connected with the damage mechanisms, identified in structural studies. The suggested method allows to archive, in a multi-scale database, 3D information with a very high level of detail about architectural heritage and can help structural engineers and conservator-restorers in preventing further damages through individuating useful targeted actions.</p>


2006 ◽  
Vol 27 (4) ◽  
pp. 218-228 ◽  
Author(s):  
Paul Rodway ◽  
Karen Gillies ◽  
Astrid Schepman

This study examined whether individual differences in the vividness of visual imagery influenced performance on a novel long-term change detection task. Participants were presented with a sequence of pictures, with each picture and its title displayed for 17  s, and then presented with changed or unchanged versions of those pictures and asked to detect whether the picture had been changed. Cuing the retrieval of the picture's image, by presenting the picture's title before the arrival of the changed picture, facilitated change detection accuracy. This suggests that the retrieval of the picture's representation immunizes it against overwriting by the arrival of the changed picture. The high and low vividness participants did not differ in overall levels of change detection accuracy. However, in replication of Gur and Hilgard (1975) , high vividness participants were significantly more accurate at detecting salient changes to pictures compared to low vividness participants. The results suggest that vivid images are not characterised by a high level of detail and that vivid imagery enhances memory for the salient aspects of a scene but not all of the details of a scene. Possible causes of this difference, and how they may lead to an understanding of individual differences in change detection, are considered.


2020 ◽  
Vol 2020 (10) ◽  
pp. 19-33
Author(s):  
Nadiia NOVYTSKA ◽  
◽  
Inna KHLIEBNIKOVA ◽  

The market of tobacco products in Ukraine is one of the most dynamic and competitive. It develops under the influence of certain factors that cause structural changes, therefore, the aim of the article is to conduct a comprehensive analysis of transformation processes in the market of tobacco and their alternatives in Ukraine and identify the factors that cause them. The high level of tax burden and the proliferation of alternative products with a potentially lower risk to human health, including heating tobacco products and e-cigarettes, are key factors in the market’s transformation process. Their presence leads to an increase in illicit turnover of tobacco products, which accounts for 6.37% of the market, and the gradual replacement of cigarettes with alternative products, which account for 12.95%. The presence on the market of products that are not taxed or taxed at lower rates is one of the reasons for the reduction of excise duty revenues. According to the results of 2019, the planned indicators of revenues were not met by 23.5%. Other reasons for non-fulfillment of excise duty revenues include: declining dynamics of the tobacco products market; reduction in the number of smokers; reorientation of «cheap whites» cigarette flows from Ukraine to neighboring countries; tax avoidance. Prospects for further research are identified, namely the need to develop measures for state regulation and optimization of excise duty taxation of tobacco products and their alternatives, taking into account the risks to public health and increasing demand of illegal products.


2018 ◽  
Vol 23 (6) ◽  
pp. 99-113
Author(s):  
Sha LIU ◽  
Feng YANG ◽  
Shunxi WANG ◽  
Yu CHEN

Sign in / Sign up

Export Citation Format

Share Document