Procedural House Generation : A method for dynamically generating floor plans
@inproceedings{Martin2006ProceduralHG, title={Procedural House Generation : A method for dynamically generating floor plans}, author={Jess Martin}, year={2006} }
As the capability to render complex, realistic scenes in real time increases, many applications of computer graphics are hitting the problem of manual model creation. In virtual reality, researchers have found that creating and updating static models is a difficult and time-consuming task [Brooks 1999]. New games require massive amounts of content. Creating such content is such an expensive process that it may drive smaller companies out of business [Wright 2005]. Content creators cannot keep… CONTINUE READING
Figures from this paper
Figures
33 Citations
Procedural generation of building blueprints for real-time applications
- Engineering, Computer Science
- SpringSim
- 2010
Rule-based layout solving and its application to procedural interior generation
- Computer Science
- 2009
- 54
- PDF
Generating Consistent Buildings: A Semantic Approach for Integrating Procedural Techniques
- Computer Science
- IEEE Transactions on Computational Intelligence and AI in Games
- 2011
- 38
- PDF
References
SHOWING 1-7 OF 7 REFERENCES
The future of content
- Speech, Game Developer’s Conference
- 2005
Texturing and modeling - a procedural approach, Third Edition
- Computer Science
- Morgan Kaufmann series in computer graphics and geometric modeling
- 2003
- 71