A constrained growth method for procedural floor plan generation |
Modern games often feature highly detailed urban environments. However, buildings are typically represented only by their facade, because of the excessive costs it would entail to manually model all interiors. Although automated procedural techniques for building interiors exist, their application is to date limited. One of the reasons for this is because designers have too little control over the resulting room topology. Also, generated floor plans do not always adhere to the necessary consistency constraints, such as reachability and connectivity. In this paper, we propose a novel and exible technique for generating procedural floor plans subject to user-definedconstraints. We demonstrate its versatility, by showing generated floor plans for different classes of buildings, some of which consist of several connected floors. It is concluded that this method results in plausible floor plans, over which a designer has control by de ning functional constraints. Furthermore, the method is efficient and easy to implement and integrate into the larger context of procedural modeling of urban environments.
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BibTex references
@InProceedings { LTSDB10a, author = "Lopes, Ricardo and Tutenel, Tim and Smelik, Ruben M. and Kraker, Klaas Jan de and Bidarra, Rafael", title = "A constrained growth method for procedural floor plan generation", booktitle = "Proceedings of GAME-ON 2010", month = "nov", year = "2010", address = "Leicester, United Kingdom", url = "http://graphics.tudelft.nl/Publications-new/2010/LTSDB10a" }