5,018 research outputs found

    An Approach for Constraint Based Heuristic Method of Generating Houses and Building Blueprints for Real-time Applications

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    Most city-generation computer graphic algorithmsare focused on creating exteriors by extruding some randomshapes. The problem with this approach is that the interiors areignored. This paper presents a series of algorithms and heuristicsto generate building blueprints of single or multi-floor houses.The type and cost of the building establish the lot space availablefor it. In the case of a single floor, rooms with their correspondingdoors and windows will be placed on the space randomly byfollowing a set of conditions that dictate where the rooms canbe placed with respect to each other. In the case of multiplefloors, the first floor contains public rooms only; the upper floorscontain private rooms. The algorithm’s output consists of a twodimensionaldrawing of the floor plans and a three-dimensionalmodel of the generated house. The experiments show that thisalgorithm can generate a large number of houses in a shortperiod of time

    Computer-aided position planning of miniplates to treat facial bone defects

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    In this contribution, a software system for computer-aided position planning of miniplates to treat facial bone defects is proposed. The intra-operatively used bone plates have to be passively adapted on the underlying bone contours for adequate bone fragment stabilization. However, this procedure can lead to frequent intra-operatively performed material readjustments especially in complex surgical cases. Our approach is able to fit a selection of common implant models on the surgeon's desired position in a 3D computer model. This happens with respect to the surrounding anatomical structures, always including the possibility of adjusting both the direction and the position of the used osteosynthesis material. By using the proposed software, surgeons are able to pre-plan the out coming implant in its form and morphology with the aid of a computer-visualized model within a few minutes. Further, the resulting model can be stored in STL file format, the commonly used format for 3D printing. Using this technology, surgeons are able to print the virtual generated implant, or create an individually designed bending tool. This method leads to adapted osteosynthesis materials according to the surrounding anatomy and requires further a minimum amount of money and time.Comment: 19 pages, 13 Figures, 2 Table

    General Methods for the Generation of Seamless Procedural Cities

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    Procedural generation as a concept is as old as computer graphics. It is usually defined as a method for creating data algorithmically as opposed to manually. Work in this area often revolves around noise functions and large degrees of randomness, which works well for chaotic structures and for generating natural environments, but it does not always suit more sophisticated and coherent environments such as interiors. This thesis proposes some new approaches for procedural generation, specifically on the subject of cities. Many of the solutions discussed are applicable in other areas of procedural generation where order and coherency is important as well. Work on procedural cities has been done before, but the scope has usually been limited to one or a few aspects of the city. This project combines several of these previously explored areas and several new ones into a composite whole.Automatically generating environments is a very appealing concept. Instead of manually creating environments you can create rules which in turn create the content. This project has used this idea to build whole cities, including interiors, automatically (procedurally)

    Virtual tour

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    Interactive 3D Visualization of Architectural models might be the best way to get some idea about an Architecture Plan. Photo-realistic visualization often attracts the investors and customers for whom the architectural blueprints are obscure. Architectural Visualization is considered to have a bright future ahead of it as more and more architects and real estate developers are using this technology. Virtual Walk-through can give not only ideas about your building but its interiors and design too. The Architectural Virtual Environment also most widely used in Gaming and Entertainment Industry in creating a complex movie scenes or a game environment

    Working Notes from the 1992 AAAI Workshop on Automating Software Design. Theme: Domain Specific Software Design

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    The goal of this workshop is to identify different architectural approaches to building domain-specific software design systems and to explore issues unique to domain-specific (vs. general-purpose) software design. Some general issues that cut across the particular software design domain include: (1) knowledge representation, acquisition, and maintenance; (2) specialized software design techniques; and (3) user interaction and user interface

    Un diseño experimental sobre algoritmo de clasificación de elementos de modelos de procesos SPME 2.0 de la herramienta AVISPA por medio del análisis de varianza ANOVA

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    Introduction: This publication is the product of research: “SPEM 2.0 Process Model Metrics in the Reliability of its Visual Analysis” throughout 2019, which supports the work of a master’s degree in Systems Engineering at the University of Cauca. Objective: Rebase a process model metrics set in order to increase AVISPA reliability to support the visual analysis of SPEM 2.0 software process models. Methodology: In order to improve AVISPA, a systematic literature review had been performed to find software process model metrics that are potentially apt to be represented in AVISPA. Next, a set of assessments were performed in order to enhance visual analysis tool. Finally, an ANOVA statistical assessment was realized in order to find a variance differential between AVISPA versions by comparing their F1-Score process model elements classification values. Results: AVISPA significantly improved its general classification algorithm. Most of errors were found in SPEM 2.0 variability resolution feature and collections with duplicated elements. Multiple misclassifications still persists. Conclusion: General AVISPA process model elements classification is improved. However, some process model samples remain scattered according to ANOVA results. Originality: AVISPA is a recent solution for SPEM 2.0 software process model assessment. It's recent emergence carried to a lack of articles about software process model metrics and few works about AVISPA improvements. These are the main contributions of this paper. Limitations: The project has been widely expensive in terms of execution time, traceability with all software process model elements, and mainly to find experts in software process that can meet the research requirement

    Procedural digital twin generation for co-creating in VR focusing on vegetation

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    An early-stage development of a Digital Twin (DT) in Virtual Reality (VR) is presented, aiming for civic engagement in a new urban development located in an area that is a forest today. The area is presently used for recreation. For the developer, it is important both to communicate how the new development will affect the forest and allow for feedback from the citizen. High quality DT models are time-consuming to generate, especially for VR. Current model generation methods require the model developer to manually design the virtual environment. Furthermore, they are not scalable when multiple scenarios are required as a project progresses. This study aimed to create an automated, procedural workflow to generate DT models and visualize large-scale data in VR with a focus on existing green structures as a basis for participatory approaches. Two versions of the VR prototype were developed in close cooperation with the urban developer and evaluated in two user tests. A procedural workflow was developed for generating DT models and integrated into the VR application. For the green structures, efforts focused on the vegetation, such as realistic representation and placement of different types of trees and bushes. Only navigation functions were enabled in the first user test with practitioners (9 participants). Interactive functions were enabled in the second user test with pupils (age 15, 9 participants). In both tests, the researchers observed the participants and carried out short reflective interviews. The user test evaluation focussed on the perception of the vegetation, general perception of the VR environment, interaction, and navigation. The results show that the workflow is effective, and the users appreciate green structure representations in VR environments in both user tests. Based on the workflow, similar scenes can be created for any location in Sweden. Future development needs to concentrate on the refinement of buildings and information content. A challenge will be balancing the level of detail for communication with residents

    Intelligent Interactive Systems

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    Intelligent Interactive Systems (IIS) is the interdisciplinary field that examines how to devise intuitive systems that give guideline customized to the necessities of individual, the same number of good educators do.  Research in this field has effectively conveyed procedures and systems that give versatile help to cooperation critical thinking in an assortment of spaces. There are, in any case, other association exercises that can profit by individualized PC based help, for example, considering illustrations, investigating intelligent reproductions and playing instructive amusements. Giving individualized help to these exercises postures one of a kind difficulty, since it requires an IIS that can model and adjust to human practices, aptitudes and mental states regularly not as organized and all   around characterized as those engaged with customary critical thinking.  This paper exhibits an assortment of ventures that outline some of these difficulties, proposed arrangements, and future openings. Keywords: Intelligent Interactive Systems, Mind boggling Interactive System (IIS

    Procedural environment generation

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    This thesis consists of the development of a plugin for a 3D engine that allows the user to generate a 3D environment procedurally. How it will work is by taking a reference to 3D models previously created and displaying them in a finite area inside the world. This area, as well as the elements displayed on screen will be able to be editable by the user without entering or touching any script. The tool will contain an user interface where there will be the assets chosen, the area where the environment will be and the quantity of assets to display. The decision of using a commercial engine instead of creating it from scratch has been taken in base of the accessibility for the user, due to installing an external plugin is more simple. Another feature to take into account is the distribution and commercialization of the project, due to an engine from a big company containing its own marketplace where the users can upload projects and plugins. The main purpose of this project is also the possibility of implementation of this plugin in a videogame, due to it can save a lot of time while designing big scenarios taking advantage of procedural generation technology, which has been growing up during the last years
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