Building Interior

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The Experts below are selected from a list of 78375 Experts worldwide ranked by ideXlab platform

Anthony Whitehead - One of the best experts on this subject based on the ideXlab platform.

  • persistent realtime Building Interior generation
    International Conference on Computer Graphics and Interactive Techniques, 2006
    Co-Authors: Evan Hahn, Prosenjit Bose, Anthony Whitehead
    Abstract:

    A novel approach to generate virtual Building Interiors in real-time is presented. The Interiors are generated in a top-down fashion using architectural guidelines. Although a Building Interior in its entirety may be quite large, only the portions that are needed immediately are generated. This lazy generation scheme allows the use of only a fraction of the memory that a model of the entire Interior would otherwise require. Our method provides real-time frame rates, making it attractive for realtime interactive applications.Memory is controlled by deleting regions of the Interior that are no longer needed. That said, any changes made in these regions will not be lost. We provide a simple and efficient method to allow changes made to the Interior to persist past the life time of the regions that contain them. This allows a dynamic, consistent environment and increases control over the content by allowing developers to make changes.

  • Sandbox@SIGGRAPH - Persistent realtime Building Interior generation
    Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames - Sandbox '06, 2006
    Co-Authors: Evan Hahn, Prosenjit Bose, Anthony Whitehead
    Abstract:

    A novel approach to generate virtual Building Interiors in real-time is presented. The Interiors are generated in a top-down fashion using architectural guidelines. Although a Building Interior in its entirety may be quite large, only the portions that are needed immediately are generated. This lazy generation scheme allows the use of only a fraction of the memory that a model of the entire Interior would otherwise require. Our method provides real-time frame rates, making it attractive for realtime interactive applications.Memory is controlled by deleting regions of the Interior that are no longer needed. That said, any changes made in these regions will not be lost. We provide a simple and efficient method to allow changes made to the Interior to persist past the life time of the regions that contain them. This allows a dynamic, consistent environment and increases control over the content by allowing developers to make changes.

  • CCECE - Lazy Generation of Building Interiors in Realtime
    2006 Canadian Conference on Electrical and Computer Engineering, 2006
    Co-Authors: Evan Hahn, Prosenjit Bose, Anthony Whitehead
    Abstract:

    Impenetrable doors are often quite common in virtual worlds. This is especially apparent in video games boasting large urban environments. Although there are often enterable Buildings in these games, the vast majority of the Buildings cannot be entered. Given limited development times and memory limitations, it is infeasible for developers to create such a large number of Building Interiors for the player to explore. Automatic real-time Building Interior generation can provide a means of entry through every visible door in a virtual world. We present a novel approach to generate virtual Building Interiors in real-time. Although a Building in its entirety may be quite large, only the portions of the Building that are needed immediately are generated. This lazy generation scheme allows the use of only a fraction of the memory that a model of the entire Building requires. Our method provides realtime frame rates, making it attractive for realtime interactive applications.

Evan Hahn - One of the best experts on this subject based on the ideXlab platform.

  • persistent realtime Building Interior generation
    International Conference on Computer Graphics and Interactive Techniques, 2006
    Co-Authors: Evan Hahn, Prosenjit Bose, Anthony Whitehead
    Abstract:

    A novel approach to generate virtual Building Interiors in real-time is presented. The Interiors are generated in a top-down fashion using architectural guidelines. Although a Building Interior in its entirety may be quite large, only the portions that are needed immediately are generated. This lazy generation scheme allows the use of only a fraction of the memory that a model of the entire Interior would otherwise require. Our method provides real-time frame rates, making it attractive for realtime interactive applications.Memory is controlled by deleting regions of the Interior that are no longer needed. That said, any changes made in these regions will not be lost. We provide a simple and efficient method to allow changes made to the Interior to persist past the life time of the regions that contain them. This allows a dynamic, consistent environment and increases control over the content by allowing developers to make changes.

  • Sandbox@SIGGRAPH - Persistent realtime Building Interior generation
    Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames - Sandbox '06, 2006
    Co-Authors: Evan Hahn, Prosenjit Bose, Anthony Whitehead
    Abstract:

    A novel approach to generate virtual Building Interiors in real-time is presented. The Interiors are generated in a top-down fashion using architectural guidelines. Although a Building Interior in its entirety may be quite large, only the portions that are needed immediately are generated. This lazy generation scheme allows the use of only a fraction of the memory that a model of the entire Interior would otherwise require. Our method provides real-time frame rates, making it attractive for realtime interactive applications.Memory is controlled by deleting regions of the Interior that are no longer needed. That said, any changes made in these regions will not be lost. We provide a simple and efficient method to allow changes made to the Interior to persist past the life time of the regions that contain them. This allows a dynamic, consistent environment and increases control over the content by allowing developers to make changes.

  • CCECE - Lazy Generation of Building Interiors in Realtime
    2006 Canadian Conference on Electrical and Computer Engineering, 2006
    Co-Authors: Evan Hahn, Prosenjit Bose, Anthony Whitehead
    Abstract:

    Impenetrable doors are often quite common in virtual worlds. This is especially apparent in video games boasting large urban environments. Although there are often enterable Buildings in these games, the vast majority of the Buildings cannot be entered. Given limited development times and memory limitations, it is infeasible for developers to create such a large number of Building Interiors for the player to explore. Automatic real-time Building Interior generation can provide a means of entry through every visible door in a virtual world. We present a novel approach to generate virtual Building Interiors in real-time. Although a Building in its entirety may be quite large, only the portions of the Building that are needed immediately are generated. This lazy generation scheme allows the use of only a fraction of the memory that a model of the entire Building requires. Our method provides realtime frame rates, making it attractive for realtime interactive applications.

Khalid A Alshaibani - One of the best experts on this subject based on the ideXlab platform.

  • a review of calculating procedures on daylight factor based metrics under various cie standard skies and obstructed environments
    Building and Environment, 2017
    Co-Authors: Danny H.w. Li, Amirhosein Ghaffarianhoseini, Khalid A Alshaibani
    Abstract:

    Abstract Prediction of the daylight level for any point within an indoor space is important in daylighting analysis. Recently, the International Commission on Illumination (CIE) has adopted a range of 15 standard skies covering the whole probable spectrum of usual skies found in the world. In densely-built urban cities, the exterior obstructions may substantially reduce the amount of daylight entering to the Building Interior. Through exhaustive investigations, we proposed various daylight computation tools for Buildings under different obstructed overcast and non-overcast skies. This paper reviews the daylight factor (DF) based metrics and gives an overview of the latest dynamic daylight metrics, and generalizes the calculation procedures for estimating the internal daylight under the unobstructed and obstructed 15 CIE Standard Skies. The merits and limitations of the calculating procedures on DF-based metrics are discussed. The findings could be globally adopted and useful to students and Building professions conducting daylighting studies and designs.

Amirhosein Ghaffarianhoseini - One of the best experts on this subject based on the ideXlab platform.

  • a review of calculating procedures on daylight factor based metrics under various cie standard skies and obstructed environments
    Building and Environment, 2017
    Co-Authors: Danny H.w. Li, Amirhosein Ghaffarianhoseini, Khalid A Alshaibani
    Abstract:

    Abstract Prediction of the daylight level for any point within an indoor space is important in daylighting analysis. Recently, the International Commission on Illumination (CIE) has adopted a range of 15 standard skies covering the whole probable spectrum of usual skies found in the world. In densely-built urban cities, the exterior obstructions may substantially reduce the amount of daylight entering to the Building Interior. Through exhaustive investigations, we proposed various daylight computation tools for Buildings under different obstructed overcast and non-overcast skies. This paper reviews the daylight factor (DF) based metrics and gives an overview of the latest dynamic daylight metrics, and generalizes the calculation procedures for estimating the internal daylight under the unobstructed and obstructed 15 CIE Standard Skies. The merits and limitations of the calculating procedures on DF-based metrics are discussed. The findings could be globally adopted and useful to students and Building professions conducting daylighting studies and designs.

Liang Jianhong - One of the best experts on this subject based on the ideXlab platform.

  • IROS - Reconfiguration Research on Modular Mobile Robot
    2006 IEEE RSJ International Conference on Intelligent Robots and Systems, 2006
    Co-Authors: Zou Dan, Wang Tianmiao, Liang Jianhong
    Abstract:

    The reconfigurable tracked mobile robot was developed for all-terrain recon. Based on the unique characters of reconfigurable robot, modular mechanical and electrical structure and control method were all discussed. The tracked robot was composed of four basic locomotion modules, three joint rods and two rotational articulations. By the different configurations of all the modules, the mechanical reconfiguration of the tracked vehicle was realized. The master-slave control system was adopted. Based on the ARM real time embedded control system, the reconfiguration was realized when the mechanical structure of the robot was reconfigured. The tracked robot was validated that it has the excellent adaptable ability in complex terrain and has easy and simple reconfigurable performance when it executed recon in the Building Interior simulating the real task.