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dc.contributor.authorGermer, T.en_US
dc.contributor.authorSchwarz, M.en_US
dc.date.accessioned2015-02-23T09:30:02Z
dc.date.available2015-02-23T09:30:02Z
dc.date.issued2009en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2009.01351.xen_US
dc.description.abstractThis paper presents a procedural approach to generate furniture arrangements for large virtual indoor scenes. The interiors of buildings in 3D city scenes are often omitted. Our solution creates rich furniture arrangements for all rooms of complex buildings and even for entire cities. The key idea is to only furnish the rooms in the vicinity of the viewer while the user explores a building in real time. In order to compute the object layout we introduce an agent-based solution and demonstrate the flexibility and effectiveness of the agent approach. Furthermore, we describe advanced features of the system, like procedural furniture geometry, persistent room layouts, and styles for high-level control.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleProcedural Arrangement of Furniture for Real-Time Walkthroughsen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume28en_US
dc.description.number8en_US
dc.identifier.doi10.1111/j.1467-8659.2009.01351.xen_US
dc.identifier.pages2068-2078en_US


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