PROCEDURAL GENERATION IN INTERIOR DESIGN
DOI:
https://doi.org/10.24867/01FA10KustudicKeywords:
procedural generation, algorithm, interior designAbstract
Various types of procedural generation used in video and board games are analyzed in order to formulate an algorithm that will generate selected elements of an interior into an empty space of an apartment. Numerical data that will be used as the algorithms input is defined through analyzing activities that occur in the apartment. This is followed by an elaboration of the code formed from the resulting algorithm. The paper is concluded with examples of interiors generated through use of the code.
References
[1] M. Batty, „Cities and Complexity: Understanding Cities with Cellular Automata, Agent-Based Models, and Fractals“, Cambridge, MA, The MIT Press, 2007.
[2] S. Chuptys, „Procedural Generation of Architecture“, Leuven, KU Leuven, 2014.
[3] Y. Gurevich, „Sequential Abstract State Machines
Capture Sequential Algorithms“, Redmond, Microsoft research, 2000.
[4] S. LaValle, „Planning Algorithms“,Cambridge, Cambridge University Press, 2006.
[5] J. Savage, „Computational Work and Time on Finite Machines “, Providence, Brown University, 1972.
[6] N. Shaker, J. Togelius, and M. Nelson ,“Procedural Content Generation in Games: A Textbook and an Overview of Current Research“, Berlin, Springer, 2011.
[2] S. Chuptys, „Procedural Generation of Architecture“, Leuven, KU Leuven, 2014.
[3] Y. Gurevich, „Sequential Abstract State Machines
Capture Sequential Algorithms“, Redmond, Microsoft research, 2000.
[4] S. LaValle, „Planning Algorithms“,Cambridge, Cambridge University Press, 2006.
[5] J. Savage, „Computational Work and Time on Finite Machines “, Providence, Brown University, 1972.
[6] N. Shaker, J. Togelius, and M. Nelson ,“Procedural Content Generation in Games: A Textbook and an Overview of Current Research“, Berlin, Springer, 2011.
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Published
2018-12-17
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Section
Architecture