As realistic virtual environments become more important, it is interesting to examine procedural generation. In this work, plausibility of virtual furniture layouts was evaluated in a perceptual study comparing layouts by a professional human interior designer with layout variants rearranged by a C# algorithm. It attached related furniture sides at specified distances in groups. Rasterized furniture footprints were tested, and layouts without overlaps between furniture or their clearance areas were accepted. The algorithm was inspired by Germer and Schwarz (Computer Graphics Forum, 28(8), pp. 2068–2078. 2009), and the evaluation methodology by Yu et al. (ACM Transactions on Graphics, 30(4), pp. 1–11. 2011). The algorithm was run by a Unity tool which placed furniture models in a virtual 3D room. Human-made layouts were also visualized and all layouts presented for 2 and 10 seconds with participants tasked to assess if they were human-made or not. The algorithm fulfilling side-based spatial relation constraints and clearance area constraints did not prove to produce as plausible virtual layouts as those by a human designer, but these constraints significantly improved the perceptual plausibility versus semi-arbitrary furniture placement with only wall-placement constraints for relevant furniture. Perceived orderliness of both human-made and generated layouts was significantly positively correlated with plausibility. The evaluation also provided knowledge of what characteristics are perceived as tells of procedural generation rather than human interior design. / Då realistiska virtuella miljöer blir viktigare är det intressant att undersöka processuell generering. I detta arbete utvärderades trovärdigheten av virtuella möbellayouter i en perceptuell studie som jämförde layouter gjorda av en inredningsdesigner med layoutvariationer omarrangerade av en C#-algoritm. Den satte ihop relaterade möbelsidor på specificerade avstånd i grupper. Rasteriserade möbelavtryck testades och layouter utan överlapp mellan möbler eller deras friytor accepterades. Algoritmen var inspirerad av Germer och Schwarz (Computer Graphics Forum, 28(8), s. 2068–2078. 2009) och utvärderingen av Yu et al. (ACM Transactions on Graphics, 30(4), s. 1–11. 2011). Ett Unity-verktyg placerade möbler i ett virtuellt 3D-rum. Designer-layouter visualiserades också och alla layouter visades i 2 & 10 sekunder för deltagare som bedömde om de var arrangerade av människa eller ej. Algoritmen som uppfyllde spatiala sidorelationsvillkor och villkor för fria ytor visade sig inte producera lika trovärdiga virtuella layouter som de gjorda av en människa, men dessa villkor förbättrade trovärdigheten signifikant jämfört med semi-godtycklig möbelplacering med enbart väggplaceringsvillkor för relevanta möbler. Uppfattad nivå av ordning var för både de mänskliga och genererade layouterna signifikant positivt korrelerad med deras trovärdighet. Utvärderingen gav också kunskap om vad som uppfattas som tecken för datorgenerering snarare än mänsklig inredning.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:kth-229905 |
Date | January 2018 |
Creators | Ringqvist, David |
Publisher | KTH, Skolan för elektroteknik och datavetenskap (EECS) |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
Relation | TRITA-EECS-EX ; 2018:612 |
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