2014 IEEE Conference on Computational Intelligence and Games 2014
DOI: 10.1109/cig.2014.6932902
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Designer-driven 3D buildings generated using Variable Neighborhood Search

Abstract: Abstract-This paper presents a mechanism to generate virtual buildings considering designer constraints and guidelines. This mechanism is implemented as a pipeline of different Variable Neighborhood Search (VNS) optimization processes in which several subproblems are tackled (1) rooms locations, (2) connectivity graph, and (3) element placement. The core VNS algorithm includes some variants to improve its performance, such as, for example constraint handling and biased operator selection. The optimization proc… Show more

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Cited by 6 publications
(8 citation statements)
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References 28 publications
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“…-Partitioning of spaces (Peña, Viedma, Muelas, LaTorre and Peña, 2014): Division of interior spaces according to considerations of design, use and connectivity between rooms.…”
Section: State Of the Artmentioning
confidence: 99%
See 3 more Smart Citations
“…-Partitioning of spaces (Peña, Viedma, Muelas, LaTorre and Peña, 2014): Division of interior spaces according to considerations of design, use and connectivity between rooms.…”
Section: State Of the Artmentioning
confidence: 99%
“…BIMBOT is based on previous works that have been adapted to the construction sector. The AIbased constraint optimization engine, LurtisEngine, was originally designed to create 3D scenarios for the creative industries and is the core of HouseBuilder (a tool for creating building structures) and InteriorDecorator (which designs interior spaces) (Peña, Viedma, Muelas, LaTorre and Peña, 2014).…”
Section: Bimbot Applied Artificial Intelligencementioning
confidence: 99%
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“…Computer-aided design tools have become widely used in many production pipeline to reduce development time and costs. These tools often involve the procedural generation of one or more types of artifact; notable examples include SpeedTree 3 , which allows the automatic generation of vegetation in 3D environments, Volcano [7], that creates 3D models of swords by exploiting interactive evolution, and the Procedural Building Generator [8], that generates 3D buildings based on designer constraints and guidelines. In this section, we overview the most relevant work on difficulty metrics in video games and on computer-aided design tools for content generation in 2D platformers; we refer the reader to [9] for a more general and exhaustive discussion of procedural content generation (PCG) in games.…”
Section: Related Workmentioning
confidence: 99%