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Ardavan Bidgoli

Publications and source records attributed to Ardavan Bidgoli.

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BIM-Native Tokenization for Constraint-Aware Room Layout Synthesis

We present a BIM-native tokenization for room-level layout synthesis in Building Information Modeling (BIM) scenes. The core contribution is representational: we encode each room as a sequence of BIM-Token Bundles, realized as columns of a sparse attribute-feature matrix that unifies categorical and continuous attributes of walls, openings, and entities under wall-referenced (translation/scale-invariant) coordinates. A mixed-type embedding module produces a unified token vector from this matrix; a single Transformer backbone is then trained in two modes: encoder-only for room embeddings and retrieval, and encoder-decoder for autoregressive entity placement, which we call Data-Driven Entity Prediction (DDEP). On a controlled same-data benchmark with shared ontology and evaluation harness, DDEP outperforms ATISS and BLT baselines bridged into our representation, with ablations identifying joint continuous-feature embedding and entity ordering as primary drivers. Encoder embeddings cluster rooms by type more tightly than large general-purpose text encoders, which in turn retain an edge on within-type ranking. We frame this work as evidence that modestly sized, domain-specific sequence models over well-designed BIM tokenizations are a useful primitive for constraint-aware spatial generation, complementary to general-purpose LLMs/VLMs which we also benchmark.

cs.CV

Artistic Style in Robotic Painting; a Machine Learning Approach to Learning Brushstroke from Human Artists

Robotic painting has been a subject of interest among both artists and roboticists since the 1970s. Researchers and interdisciplinary artists have employed various painting techniques and human-robot collaboration models to create visual mediums on canvas. One of the challenges of robotic painting is to apply a desired artistic style to the painting. Style transfer techniques with machine learning models have helped us address this challenge with the visual style of a specific painting. However, other manual elements of style, i.e., painting techniques and brushstrokes of an artist, have not been fully addressed. We propose a method to integrate an artistic style to the brushstrokes and the painting process through collaboration with a human artist. In this paper, we describe our approach to 1) collect brushstrokes and hand-brush motion samples from an artist, and 2) train a generative model to generate brushstrokes that pertains to the artist's style, and 3) fine tune a stroke-based rendering model to work with our robotic painting setup. We will report on the integration of these three steps in a separate publication. In a preliminary study, 71% of human evaluators find our reconstructed brushstrokes are pertaining to the characteristics of the artist's style. Moreover, 58% of participants could not distinguish a painting made by our method from a visually similar painting created by a human artist.

cs.RO

V-Dream: Immersive Exploration of Generative Design Solution Space

Generative Design workflows have introduced alternative paradigms in the domain of computational design, allowing designers to generate large pools of valid solutions by defining a set of goals and constraints. However, analyzing and narrowing down the generated solution space, which usually consists of various high-dimensional properties, has been a major challenge in current generative workflows. By taking advantage of the interactive unbounded spatial exploration, and the visual immersion offered in virtual reality platforms, we propose V-Dream, a virtual reality generative analysis framework for exploring large-scale solution spaces. V-Dream proposes a hybrid search workflow in which a spatial stochastic search approach is combined with a recommender system allowing users to pick desired candidates and eliminate the undesired ones iteratively. In each cycle, V-Dream reorganizes the remaining options in clusters based on the defined features. Moreover, our framework allows users to inspect design solutions and evaluate their performance metrics in various hierarchical levels, assisting them in narrowing down the solution space through iterative cycles of search/select/re-clustering of the solutions in an immersive fashion. Finally, we present a prototype of our proposed framework, illustrating how users can navigate and narrow down desired solutions from a pool of over 16000 monitor stands generated by Autodesk's Dreamcatcher software.

cs.HC

Machinic Surrogates: Human-Machine Relationships in Computational Creativity

Recent advancements in artificial intelligence (AI) and its sub-branch machine learning (ML) promise machines that go beyond the boundaries of automation and behave autonomously. Applications of these machines in creative practices such as art and design entail relationships between users and machines that have been described as a form of collaboration or co-creation between computational and human agents. This paper uses examples from art and design to argue that this frame is incomplete as it fails to acknowledge the socio-technical nature of AI systems, and the different human agencies involved in their design, implementation, and operation. Situating applications of AI-enabled tools in creative practices in a spectrum between automation and autonomy, this paper distinguishes different kinds of human engagement elicited by systems deemed automated or autonomous. Reviewing models of artistic collaboration during the late 20th century, it suggests that collaboration is at the core of these artistic practices. We build upon the growing literature of machine learning and art to look for the human agencies inscribed in works of computational creativity, and expand the co-creation frame to incorporate emerging forms of human-human collaboration mediated through technical artifacts such as algorithms and data.

cs.HC

DeepCloud. The Application of a Data-driven, Generative Model in Design

Generative systems have a significant potential to synthesize innovative design alternatives. Still, most of the common systems that have been adopted in design require the designer to explicitly define the specifications of the procedures and in some cases the design space. In contrast, a generative system could potentially learn both aspects through processing a database of existing solutions without the supervision of the designer. To explore this possibility, we review recent advancements of generative models in machine learning and current applications of learning techniques in design. Then, we describe the development of a data-driven generative system titled DeepCloud. It combines an autoencoder architecture for point clouds with a web-based interface and analog input devices to provide an intuitive experience for data-driven generation of design alternatives. We delineate the implementation of two prototypes of DeepCloud, their contributions, and potentials for generative design.

cs.LG