11 research outputs found

    Towards a voting scheme for calculating light source positions from a given target illumination

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    Lighting conditions can make the difference between success or failure of an architectural space. The vision of space-light co-design is that architects can control the impression of an illuminated space already at an early design stage, instead of first designing spaces and then searching for a good lighting setup. As a first step towards this vision we propose a novel method to calculate potential light source positions from a given user defined target illumination. The method is independent of the tessellation of the scene and assumes a homogeneous diffuse Lambertian material. This allows using a voting system that determines potential positions for standard light sources with chosen size and brightness. Votes are cast from an illuminated surface point to all potential positions of a light source that would yield this illumination. Vote clusters consequently indicate a more probable light source position. With a slight extension the method can also identify mid-air light source positions

    A Graph-Based Language for Direct Manipulation of Procedural Models

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    Creating 3D content requires a lot of expert knowledge and is often a very time consuming task. Procedural modeling can simplify this process for several application domains. However, creating procedural descriptions is still a complicated task. Graph based visual programming languages can ease the creation workflow; however, direct manipulation of procedural 3D content rather than of a visual program is desirable as it resembles established techniques in 3D modeling. In this paper, we present a dataflow language that features novel contributions towards direct interactive manipulation of procedural 3D models: We eliminate the need to manually program loops (via implicit handling of nested repetitions), we introduce partial reevaluation strategies for efficient execution, and we show the integration of stateful external libraries (scene graphs) into the dataflow model of the proposed language

    A Graph-Based Language for Direct Manipulation of Procedural Models

    No full text
    Creating 3D content requires a lot of expert knowledge and is often a very time consuming task. Procedural modeling can simplify this process for several application domains. However, creating procedural descriptions is still a complicated task. Graph based visual programming languages can ease the creation workflow; however, direct manipulation of procedural 3D content rather than of a visual program is desirable as it resembles established techniques in 3D modeling. In this paper, we present a dataflow language that features novel contributions towards direct interactive manipulation of procedural 3D models: We eliminate the need to manually program loops (via implicit handling of nested repetitions), we introduce partial reevaluation strategies for efficient execution, and we show the integration of stateful external libraries (scene graphs) into the dataflow model of the proposed language

    Shape grammars on convex polyhedra

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    Shape grammars are the method of choice for procedural modeling of architecture. State of the art shape grammar systems define a bounding box for each shape; various operations can then be applied based on this bounding box. Most notably, the box can be split into smaller boxes along any of its three axes. We argue that a greater variety can be obtained by using convex polyhedra as bounding volumes instead. Split operations on convex polyhedra are no longer limited to the three principal axes but can use arbitrary planes. Such splits permit a volumetric decomposition into convex elements; As convex polyhedra can represent many shapes more faithfully than boxes, shape grammar rules can adapt to a much wider array of different contexts. We generalize established shape operations and introduce new operations that now become possible

    Authoring animated interactive 3D museum exhibits using a digital repository

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    We present the prototype of a software system to streamline the serial production of simple interactive 3D animations for the display in museum exhibitions. We propose dividing the authoring process in two phases, a designer phase and a curator phase. The designer creates a set of configurable 3D scene templates that fit with the look of the physical exhibition while the curator inserts 3D models and configures the scene templates; the finished scenes are uploaded to 3D kiosks in the museum. Distinguishing features of our system are the tight integration with an asset repository and the simplified scene graph authoring. We demonstrate the usefulness with a few examples

    Deformation-Aware Split Grammars for Architectural Models

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    With the current state of video games growing in scale, manual content creation may no longer be feasible in the future. Split grammars are a promising technology for large scale procedural generation of urban structures, which are very common in video games. Buildings with curved parts, however, can currently only be approximated by static premodeled assets, and rules apply only to planar surface parts. We present an extension to current split grammar systems that allows the generation of curved architecture through freeform deformations that can be introduced at any level in a grammar. Further subdivision rules can then adapt to these deformations to maintain length constraints, and repetitions can adjust to more or less space

    Procedural architecture using deformation-aware split grammars

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    With the current state of video games growing in scale, manual content creation may no longer be feasible in the future. Split grammars are a promising technology for large-scale procedural generation of urban structures, which are very common in video games. Buildings with curved parts, however, can currently only be approximated by static pre-modelled assets, and rules apply only to planar surface parts. We present an extension to split grammar systems that allow the creation of curved architecture through integration of free-form deformations at any level in a grammar. Further split rules can then proceed in two different ways. They can either adapt to these deformations so that repetitions can adjust to more or less space, while maintaining length constraints, or they can split the deformed geometry with straight planes to introduce straight structures on deformed geometry

    A New Approach for Interactive Procedural Modelling in Cultural Heritage

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    We present a novel approach for the efficient interactive creation of procedural 3D models for creating synthetic 3D reconstructions in cultural heritage. The benefit for the CH community is a 3D modelling tool that scales better than conventional forward modellers (like SketchUp) but does not require actual coding (like CityEngine). Our tool uses the split grammar approach, but it allows for code-free, direct model manipulation in 3D. To build up the procedural model we propose a modelling by example method that combines the intuitiveness of direct 3D interaction with almost the flexibility of programming. The user can interactively browse through the refinement hierarchy, apply rules and change parameters visually. The tool provides only a small set of well-defined modelling operations. The question is: Are they sufficient for the domain of classical architecture? For our case study we have chosen a prime example of classical architecture, the Louvre

    V2me - Virtuelles Coaching fĂĽr Senioren

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    Eine Herausforderung von alternden Gesellschaften ist die zunehmende Vereinsamung älterer Personen. Als Folge von Todesfällen im sozialen Umkreis, zunehmend mobilen Familien, oder den Wechsel in eine betreute Wohneinrichtung ändern sich die Möglichkeiten zur sozialen Interaktion - die empfundene Einsamkeit nimmt zu. Dies kann sowohl Psyche als auch Physis deutlich belasten. Im Rahmen des Projekts V2me wurde eine Trainingsplattform entwickelt, die über verschiedene technische Geräte in der Lage ist, immersive, virtuelle Trainingslektionen wiederzugeben, die auf verschiedene Webdienste zugreifen können. In einem ersten Schritt wurde diese Plattform speziell darauf zugeschnitten, eine individuelle und digitale Variante des Friendship Enrichment Programs bereitzustellen. Dieses Interventionsprogramm für Senioren vermittelt in Gruppensitzungen Fähigkeiten, die den Teilnehmern ermöglichen neue soziale Kontakte zu gewinnen und bestehende Kontakte besser zu pflegen. In diesem Beitrag stellen wir die technische Infrastruktur vor, und beschreiben im Detail wie diese zu den vorgestellten Zielen beiträgt. One challenge of ageing societies is an increased feeling of loneliness in the older population. Death in the social circles, an increased mobility of family members or moving into assisted living facilities are all potential reasons that may affect the social interaction, and in turn the perceived loneliness. This can negatively affect both psychological and physical well-being. The project V2me has developed a training platform that uses different technical devices to provide immersive, virtual training lessons that can be connected to different web services. As a first step V2me is focused on showcasing a personalized and digital variety of the Friendship Enrichment Program. This intervention program is aimed at seniors and imparts the skills required to create new social contacts and strengthen the relationship to the existing social circle. In this contribution we present the technical infrastructure of V2me and how it is used to tackle the presented challenges

    V2me - Virtuelles Coaching fĂĽr Senioren

    No full text
    Eine Herausforderung von alternden Gesellschaften ist die zunehmende Vereinsamung älterer Personen. Als Folge von Todesfällen im sozialen Umkreis, zunehmend mobilen Familien, oder den Wechsel in eine betreute Wohneinrichtung ändern sich die Möglichkeiten zur sozialen Interaktion - die empfundene Einsamkeit nimmt zu. Dies kann sowohl Psyche als auch Physis deutlich belasten. Im Rahmen des Projekts V2me wurde eine Trainingsplattform entwickelt, die über verschiedene technische Geräte in der Lage ist, immersive, virtuelle Trainingslektionen wiederzugeben, die auf verschiedene Webdienste zugreifen können. In einem ersten Schritt wurde diese Plattform speziell darauf zugeschnitten, eine individuelle und digitale Variante des Friendship Enrichment Programs bereitzustellen. Dieses Interventionsprogramm für Senioren vermittelt in Gruppensitzungen Fähigkeiten, die den Teilnehmern ermöglichen neue soziale Kontakte zu gewinnen und bestehende Kontakte besser zu pflegen. In diesem Beitrag stellen wir die technische Infrastruktur vor, und beschreiben im Detail wie diese zu den vorgestellten Zielen beiträgt. One challenge of ageing societies is an increased feeling of loneliness in the older population. Death in the social circles, an increased mobility of family members or moving into assisted living facilities are all potential reasons that may affect the social interaction, and in turn the perceived loneliness. This can negatively affect both psychological and physical well-being. The project V2me has developed a training platform that uses different technical devices to provide immersive, virtual training lessons that can be connected to different web services. As a first step V2me is focused on showcasing a personalized and digital variety of the Friendship Enrichment Program. This intervention program is aimed at seniors and imparts the skills required to create new social contacts and strengthen the relationship to the existing social circle. In this contribution we present the technical infrastructure of V2me and how it is used to tackle the presented challenges
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