Information

  • Publication Type: PhD-Thesis
  • Workgroup(s)/Project(s):
  • Date: May 2023
  • Date (Start): 1. March 2016
  • Date (End): 31. May 2023
  • Second Supervisor: Przemyslaw Musialski
  • Open Access: yes
  • 1st Reviewer: Bedrich Benes
  • 2nd Reviewer: Peter WonkaORCID iD
  • Rigorosum: 31. May 2023
  • First Supervisor: Michael WimmerORCID iD
  • Pages: 115
  • Keywords: Computational Design, Computer-Aided Design, Generative Deep Learning, Shape Optimization

Abstract

Humans spend a large proportion of their lives indoors, be it at home, at their workplace, or in public facilities like restaurants or museums, making the design of such indoor spaces an important task. There are many different requirements for both the design of individual pieces of furniture and their arrangement within a given space, making extensive expert knowledge in this field anecessity to achieve the desired design goals in terms of functional, aesthetic and ergonomic quality. While Computer-Aided Design software can aid the user in this task, existing tools often focus on just one specific aspect of the design process. In particular, making sure that a given design adheres to ergonomic guidelines is often left entirely to the designer, making it a difficult task especially for novice users. In this thesis, we explore different approaches of how ergonomic aspects of interior design can be integrated into interactive, automated or data-driven methods for the design of seating furniture and indoor layouts. The first part of the thesis presents an interactive method for the design of seating furniture. Given a triangular mesh of a human body in a specific pose as input, we first compute an approximate pressure distribution on the human body to learn where it needs the most support. A given inital design for a piece of seating furniture is then deformed to provide optimal support to the body while still conforming to the aesthetic design as much as possible. The design can furthermore be modified interactively. We demonstrate that this approach allows even novice users to create comfortable seating furniture designs in a short time span. While an interactive approach provides more control to the user, it also requires substantial manual design effort, making it difficult to use for novice designers. The second part of this thesis proposes a method for the automated generation of seating furniture which depends entirely on the target pose. The designs created with this approach can be used as-is or as an initial design for the approach introduced in the first part of the thesis. Our method for computing the pressure distribution is furthermore extended by taking into account the weight of individual limbs and estimating the frictional forces acting on the body for increased accuracy. Our results show that the proposed method can further improve the designs of seating furniture when used in conjunction with our interactive design tool. Since the ergonomic qualities of seating furniture do not only depend on the design of the furniture itself, but also its relation to the other elements of the surrounding indoor space, the third part of the thesis introduces a data-driven approach for the design of indoor layouts. Since common guidelines for interior design are so numerous, it is an infeasible task to define all of them explicitly when developing a computational design method. Using a data-driven approach makes it possible to implicitly learn about these rules given a large set of suitable examples. But good example data is not always readily available in large quantities; existing datasets may fulfill some of the desired rules, but lack in other areas. We therefore propose a deep-learning approach thatmakes use of the advantages of data-driven learning, while at the same time correcting flaws in the dataset using a small set of explicitly designed rules drawn from ergonomics literature. We evaluate the designs synthesized by this approach using a perceptual study and show that theresults are seen as equally or even more realistic than the ground truth designs that were used to train the deep learning model.

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BibTeX

@phdthesis{leimer-2023-ecd,
  title =      "Ergonomics-Driven Computational Design of Furniture and
               Indoor Layouts",
  author =     "Kurt Leimer",
  year =       "2023",
  abstract =   "Humans spend a large proportion of their lives indoors, be
               it at home, at their workplace, or in public facilities like
               restaurants or museums, making the design of such indoor
               spaces an important task. There are many different
               requirements for both the design of individual pieces of
               furniture and their arrangement within a given space, making
               extensive expert knowledge in this field anecessity to
               achieve the desired design goals in terms of functional,
               aesthetic and ergonomic quality. While Computer-Aided Design
               software can aid the user in this task, existing tools often
               focus on just one specific aspect of the design process. In
               particular, making sure that a given design adheres to
               ergonomic guidelines is often left entirely to the designer,
               making it a difficult task especially for novice users. In
               this thesis, we explore different approaches of how
               ergonomic aspects of interior design can be integrated into
               interactive, automated or data-driven methods for the design
               of seating furniture and indoor layouts. The first part of
               the thesis presents an interactive method for the design of
               seating furniture. Given a triangular mesh of a human body
               in a specific pose as input, we first compute an approximate
               pressure distribution on the human body to learn where it
               needs the most support. A given inital design for a piece of
               seating furniture is then deformed to provide optimal
               support to the body while still conforming to the aesthetic
               design as much as possible. The design can furthermore be
               modified interactively. We demonstrate that this approach
               allows even novice users to create comfortable seating
               furniture designs in a short time span. While an interactive
               approach provides more control to the user, it also requires
               substantial manual design effort, making it difficult to use
               for novice designers. The second part of this thesis
               proposes a method for the automated generation of seating
               furniture which depends entirely on the target pose. The
               designs created with this approach can be used as-is or as
               an initial design for the approach introduced in the first
               part of the thesis. Our method for computing the pressure
               distribution is furthermore extended by taking into account
               the weight of individual limbs and estimating the frictional
               forces acting on the body for increased accuracy. Our
               results show that the proposed method can further improve
               the designs of seating furniture when used in conjunction
               with our interactive design tool. Since the ergonomic
               qualities of seating furniture do not only depend on the
               design of the furniture itself, but also its relation to the
               other elements of the surrounding indoor space, the third
               part of the thesis introduces a data-driven approach for the
               design of indoor layouts. Since common guidelines for
               interior design are so numerous, it is an infeasible task to
               define all of them explicitly when developing a
               computational design method. Using a data-driven approach
               makes it possible to implicitly learn about these rules
               given a large set of suitable examples. But good example
               data is not always readily available in large quantities;
               existing datasets may fulfill some of the desired rules, but
               lack in other areas. We therefore propose a deep-learning
               approach thatmakes use of the advantages of data-driven
               learning, while at the same time correcting flaws in the
               dataset using a small set of explicitly designed rules drawn
               from ergonomics literature. We evaluate the designs
               synthesized by this approach using a perceptual study and
               show that theresults are seen as equally or even more
               realistic than the ground truth designs that were used to
               train the deep learning model.",
  month =      may,
  pages =      "115",
  address =    "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria",
  school =     "Research Unit of Computer Graphics, Institute of Visual
               Computing and Human-Centered Technology, Faculty of
               Informatics, TU Wien ",
  keywords =   "Computational Design, Computer-Aided Design, Generative Deep
               Learning, Shape Optimization",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2023/leimer-2023-ecd/",
}