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. Copyright

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Keywords architecture, modelling, persistence, procedural generation, realtime, sandbox games, video games
Persistent URL dx.doi.org/10.1145/1183316.1183342
Conference Sandbox Symposium 2006: ACM SIGGRAPH Video Game Symposium, Sandbox '06
Hahn, E. (Evan), Bose, P, & Whitehead, A. (2006). Persistent realtime building interior generation. Presented at the Sandbox Symposium 2006: ACM SIGGRAPH Video Game Symposium, Sandbox '06. doi:10.1145/1183316.1183342