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This book presents a new procedural modelling methodology capable
of producing traversable buildings constrained by arbitrary convex
shapes, based on a pure treemap approach. The authors establish a
process to change the format of interior rooms, through wall number
modification and offer an adaptation of a "fake-concave" technique
to support non-convex building layouts. It will also include: * A
proposal for an extensible building ontology to guide the
methodology process and support the generation of other
architectural style buildings (e.g. roman houses); * A presentation
of an ontology-based grammar to provide the procedural modelling
methodology with production rules; * Experimental computer managed
processes for the stochastic generation of buildings. Most of the
existing solutions regarding building interiors only focus on the
generation of floor plans mainly composed of rectangular shapes.
Yet there are a wide variety of ancient and contemporary buildings
that are composed of shapes other than rectangles, both internally
and externally. Ontology-based Procedural Modelling of Traversable
Buildings Composed by Arbitrary Shapes will address this by
providing the Procedural Modelling field with processes and
techniques capable of properly supporting for example, digital
preservation of cultural heritage or extensive virtual urban
environment productions, specifically ones involving the
generation/reconstruction of virtual buildings with such geometric
requirements.
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Intelligent Technologies for Interactive Entertainment - 10th EAI International Conference, INTETAIN 2018, Guimaraes, Portugal, November 21-23, 2018, Proceedings (Paperback, 1st ed. 2019)
Paulo Cortez, Luis Magalhaes, Pedro Branco, Carlos Filipe Portela, Telmo Adao
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R1,589
Discovery Miles 15 890
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Ships in 10 - 15 working days
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This book constitutes the refereed proceedings of the 10th
International Conference on Intelligent Technologies for
Interactive Entertainment, INTETAIN 2018, held in Guimaraes,
Portugal, in November 2018. The 15 full papers were selected from
23 submissions and present developments in artificial intelligence
for human interaction or entertainment; artificial intelligence in
games, augmented reality and virtual reality; intelligent
human-computer interaction; and other Intelligent interaction or
entertainment applications covering a wide range of areas from
smart cities to visual analytics and marketing.
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