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Procedural Modeling of Buildings Composed of Arbitrarily-Shaped Floor-Plans: Background, Progress, Contributions and Challenges of a Methodology Oriented to Cultural Heritage

机译:由任意形状落地组成的建筑物的程序建模:以文化遗产为导向的方法的背景,进步,贡献和挑战

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摘要

Virtual models' production is of high pertinence in research and business fields such as architecture, archeology, or video games, whose requirements might range between expeditious virtual building generation for extensively populating computer-based synthesized environments and hypothesis testing through digital reconstructions. There are some known approaches to achieve the production/reconstruction of virtual models, namely digital settlements and buildings. Manual modeling requires highly-skilled manpower and a considerable amount of time to achieve the desired digital contents, in a process composed by many stages that are typically repeated over time. Both image-based and range scanning approaches are more suitable for digital preservation of well-conserved structures. However, they usually require trained human resources to prepare field operations and manipulate expensive equipment (e.g., 3D scanners) and advanced software tools (e.g., photogrammetric applications). To tackle the issues presented by previous approaches, a class of cost-effective, efficient, and scarce-data-tolerant techniques/methods, known as procedural modeling, has been developed aiming at the semi- or fully-automatic production of virtual environments composed of hollow buildings exclusively represented by outer façades or traversable buildings with interiors, either for expeditious generation or reconstruction. Despite the many achievements of the existing procedural modeling approaches, the production of virtual buildings with both interiors and exteriors composed by non-rectangular shapes (convex or concave n-gons) at the floor-plan level is still seldomly addressed. Therefore, a methodology (and respective system) capable of semi-automatically producing ontology-based traversable buildings composed of arbitrarily-shaped floor-plans has been proposed and continuously developed, and is under analysis in this paper, along with its contributions towards the accomplishment of other virtual reality (VR) and augmented reality (AR) projects/works oriented to digital applications for cultural heritage. Recent roof production-related enhancements resorting to the well-established straight skeleton approach are also addressed, as well as forthcoming challenges. The aim is to consolidate this procedural modeling methodology as a valuable computer graphics work and discuss its future~directions.
机译:虚拟模型的生产在诸如建筑,考古学或视频游戏之类的研究和业务领域具有高度的,其要求在迅速的虚拟建筑生成中,以便通过数字重建广泛地填充基于计算机的合成环境和假设测试。有一些已知的方法来实现虚拟模型的生产/重建,即数字定居点和建筑物。手动建模需要高技能的人力和相当大的时间来实现所需的数字内容,在由通常随时间重复的许多阶段组成的过程中。基于图像和范围扫描方法的两种扫压扫描方法都更适合于储蓄结构的数字保存。然而,它们通常需要培训的人力资源来准备现场操作并操纵昂贵的设备(例如,3D扫描仪)和先进的软件工具(例如,摄影测量应用)。为了解决先前方法所提出的问题,已经开发了一类成本效益,高效和稀缺的数据/方法,称为程序建模,这是针对组成的虚拟环境的半或全自动生产空心建筑物专门由外立立面或具有内饰的可遍历建筑物,无论是为了迅速的一代或重建。尽管现有程序建模方法的许多成就,但是在楼层水平上的非矩形形状(凸或凹槽)构成的内部和外部的虚拟建筑的生产仍然很少地解决。因此,已经提出了一种能够进行半自动地产生由任意形状的落地计划组成的基于本体的可际型际建筑物的方法(和相应的系统),并在本文中进行了分析,以及其对成就的贡献其他虚拟现实(VR)和增强现实(AR)项目/作品以文化遗产为数字应用。最近的屋顶生产相关的增强措施还涉及既有成熟的直骨架方式,也是即将到来的挑战。目的是将这种程序建模方法巩固为宝贵的计算机图形工作,并讨论其未来〜方向。

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