Rule-based Layout Solving and Its Application to Procedural Interior Generation

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    Rule-based Layout Solving and Its Application to Procedural Interior Generation - Presentation Transcript

    1. Rule-based layout solving and its application to procedural interior generation CASA Workshop on 3D Advanced Media In Gaming And Simulation (3AMIGAS) Tim Tutenel, Ruben M. Smelik, Rafael Bidarra, Klaas Jan de Kraker June 19, 2009 1
    2. Rule-based layout solving and its application to procedural interior generation CASA Workshop on 3D Advanced Media In Gaming And Simulation (3AMIGAS) Tim Tutenel, Ruben M. Smelik, Rafael Bidarra, Klaas Jan de Kraker June 19, 2009 2
    3. Rule-based layout solving • (Semi-)Automated placement of objects based on relationships • Why focus on interiors? • General structure • A lot of user knowledge June 17, 2009 3
    4. Solving approach Class Library Class rules Class and features User Input Possible or object Solver locations Planner June 17, 2009 4
    5. Feature-based class representation • Geometric representation valid for each instance of that class • Relatively defined (on top of, in front of, …) • Different feature types • OffLimit • Clearance • … June 17, 2009 5
    6. Cupboard representation Clearance feature in front of cupboard OffLimits feature June 17, 2009 6
    7. Class relationships • Examples: • Sofa instance should face TV instance when present • The back of a Cupboard instance should be against a Wall feature • DinnerPlate instance on stack in a cupboard or on top of a Table instance June 17, 2009 7
    8. Hierarchical solving with sub plans • Example: Desk • A lot of linked objects (chair, computer, lamp, filing cabinet, phone…) • For layout purposes: it is one block June 17, 2009 8
    9. Solving mechanism • Find all possible areas from the ground type • Remove invalid areas based on the features present in the current scene • Intersect with the areas described in the rules June 17, 2009 9
    10. Glass on table June 17, 2009 10
    11. Attractors and detractors • Boolean approach not always desirable June 17, 2009 11
    12. Solving approach Class Library Class rules Class and features User Input Possible or object Solver locations Planner June 17, 2009 12
    13. Planner overview • Submits objects to solver based on a procedure containing rules like: • Place 2 instances of class Table • Place as many instances of class Chair as possible • Add instances of class Cupboard until total amount of storage > 1.3 m³ June 17, 2009 13
    14. Multiple example solutions June 17, 2009 14
    15. Living room example Time: 152 ms Nr of objects: 30 June 17, 2009 15
    16. Factory example June 17, 2009 16
    17. House layout example June 17, 2009 17
    18. Road example June 17, 2009 18
    19. Conclusion • Layout solving approach • Speed up manual design • Automatically create parts of game worlds • Interior generation possible at runtime • Generic approach by using abstract class representations • Future work • Integration with comprehensive semantics-based class library • Visual editing possibilities for the classes, rules and plans • Maintaining relationships when editing June 17, 2009 19
    20. Questions June 17, 2009 20

    + Wolfgang HürstWolfgang Hürst, 5 months ago

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