Towards AI-Architecture Liberty: A Comprehensive Survey On Design and Generation of Virtual Architecture by Deep Learning
Towards AI-Architecture Liberty: A Comprehensive Survey On Design and Generation of Virtual Architecture by Deep Learning
ANQI WANG, Emerging Interdisciplinary Areas, Hong Kong University of Science and Technology, Hong Kong SAR
and Computational Media and Arts, Hong Kong University of Science and Technology (Guangzhou), China
JIAHUA DONG, The Chinese University of Hong Kong, Hong Kong SAR
LIK-HANG LEE, The Hong Kong Polytechnic University, Hong Kong SAR
JIACHUAN SHEN, The Bartlett School of Architecture, University College London, UK
PAN HUI, Computational Media and Arts, Hong Kong University of Science and Technology (Guangzhou), China
arXiv:2305.00510v4 [cs.HC] 18 Jul 2024
and Emerging Interdisciplinary Areas, Hong Kong University of Science and Technology, Hong Kong SAR
3D shape generation techniques leveraging deep learning have garnered significant interest from both the computer vision and
architectural design communities, promising to enrich the content in the virtual environment. However, research on virtual architectural
design remains limited, particularly regarding designer-AI collaboration and deep learning-assisted design. In our survey, we reviewed
149 related articles (81.2% of articles published between 2019 and 2023) covering architectural design, 3D shape techniques, and virtual
environments. Through scrutinizing the literature, we first identify the principles of virtual architecture and illuminate its current
production challenges, including datasets, multimodality, design intuition, and generative frameworks. We then introduce the latest
approaches to designing and generating virtual buildings leveraging 3D shape generation and summarize four characteristics of various
approaches to virtual architecture. Based on our analysis, we expound on four research agendas, including agency, communication,
user consideration, and integrating tools. Additionally, we highlight four important enablers of ubiquitous interaction with immersive
systems in deep learning-assisted architectural generation. Our work contributes to fostering understanding between designers and
deep learning techniques, broadening access to designer-AI collaboration. We advocate for interdisciplinary efforts to address this
timely research topic, facilitating content designing and generation in the virtual environment.
CCS Concepts: • Human-centered computing → Interaction design process and methods; Virtual reality; • Computing
methodologies → Machine learning; • Applied computing → Architecture (buildings).
Additional Key Words and Phrases: AI-assisted architectural design, 3D geometry generation, designer-AI collaboration, AIGC
Authors’ addresses: Anqi Wang, Emerging Interdisciplinary Areas, Hong Kong University of Science and Technology, Hong Kong SAR and Computational
Media and Arts, Hong Kong University of Science and Technology (Guangzhou), Guangzhou, China; Jiahua Dong, The Chinese University of Hong Kong,
Hong Kong SAR; Lik-Hang Lee, The Hong Kong Polytechnic University, Hong Kong SAR; Jiachuan Shen, The Bartlett School of Architecture, University
College London, London, UK; Pan Hui, Computational Media and Arts, Hong Kong University of Science and Technology (Guangzhou), Guangzhou,
China and Emerging Interdisciplinary Areas, Hong Kong University of Science and Technology, Hong Kong SAR.
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© 2018 Association for Computing Machinery.
Manuscript submitted to ACM
Fig. 1. Virtual architecture provides rich use affordances, benefiting various aspects, including users, communities, and organizations.
(a) Hub Rooms in VRChat; (b) Simulated city scene with various buildings; (c) Interior of individual house in a virtual world
game, Second Life; (d) Saint Motel Fan Meet on Mozzila hub; (e) Sci-fi nightclub; (f) Center building in pride month event held on
Dencentraland; (g) Realism Sotheby’s virtual gallery; (h) The interactive digital experience in a virtual building for the brand Jose
Cuervo designed by Rojkind Arquitectos; (i) The office building of Vice Media Group was designed in metaverse by BIG Architect; (j)
"NFTism" is a virtual NFT gallery developed collaboratively by Zaha Hadid Architects (ZHA) and Journee. The architectural design
focuses on user experience, social interaction, and "dramaturgical" compositions, supporting MMO (massively multiplayer online)
technology and integrating audio-video interaction1 ; (k) The virtual city designed and developed by ZHA, filled with fluid style
virtual architecture; (l) Each piece of land and each item in the virtual land as a non-fungible token could trade in the virtual world of
Decentraland; (m) A mapping showing ownership of non-fungible token land in Sandbox; (n) A user-friendly tool for editing and
creating buildings and land in social VR, Mozzila hub.
1 INTRODUCTION
In recent decades, the exploration of architectural space has shifted from reinforced concrete to digital architecture
and further to information frameworks, with virtualization extending beyond the physical layer [15, 22]. Architecture
is no longer perceived as static, permanent objects but as integral components of a data network and evolving
communication between different architectural systems [31, 157]. Digital innovations and technological advancements
associated with spline, pixels, voxels, and bits have redefined architectural forms called digital architecture [82]. In
such context, two powerful forces have driven the birth of generated virtual architecture: AI-assisted design and
virtual reality (VR) technique. In recent decades, AI architecture has become a critical sub-genre of architectural
discourse advocated by scholars and practitioners [169], utilizing deep learning neural networks to concern social issues.
Moreover, the burgeoning innovates and techniques of virtual environments (e.g. virtual scenes with virtual reality (VR),
augmented reality (AR), immersive videogames, and social VR) have expanded the boundaries of production and design
in digital fabrication buildings, such as physical-virtual merging [30, 98, 102], bio-signal feedback [43, 70, 141, 142],
and participatory design in the virtual environment [88, 96]. Thus, deep learning facilitates the design and generation
of diverse virtual architectures with interactive features, supporting the promising vision of ubiquitous intelligent
environments in VR. It simulates real-world scenarios by generating and utilizing 3D building datasets, aligning design
objectives with human needs [199].
The designers creating virtual buildings with AI include broader users beyond conventional expert designers,
encompassing individuals with varying levels of expertise in problem understanding, subject matter, and machine
learning [184]. This innovative designer-AI collaboration, employed by diverse designers, could bring multi-dimensional
benefits to the virtual environment. Firstly, designers could utilize AI to create virtual buildings for efficient and
large-scale production, thereby expanding virtual environment scenarios with a variety of content [80]. Secondly,
designers could prioritize user experiences by considering spatial, social, and physical aspects of human-building
interaction (HBI), such as evolving spatial forms and adaptive architectural elements [5]. Thirdly, designers could
generate virtual buildings that offer social sustainability and economic benefits by embedding computational frameworks
or workflows automatically [80], aligning with the development goals of the virtual environment. These benefits include
time and resource savings, as well as fostering continuous renewal and evolutionary capabilities. Additionally, deep
learning-generated virtual architecture provides convenient access for both experts and inexperienced users in content
production through designer-AI collaboration, contributing to the content ecosystem in the virtual environment. One
concrete example is that users could create a house or edit land using a user-friendly tool in social VR (Fig. 1n).
Deep learning’s powerful capability enables the fusion of virtual and physical realities, facilitating diverse lifestyles
and a wide range of user, community, and organizational uses (as shown in Fig. 1). Virtual buildings could enhance user
presence by immersing themselves in vivid, realistic scenes of the virtual environment [80] (Fig. 1a-c). Virtual buildings
also serve as expansive communication interfaces and containers, fostering social activities and goals in immersive
environments [157]. For instance, users require virtual buildings to hold various activities, events, and communities,
such as fan meets (Fig. 1d), club parties (Fig. 1e), and Pride Month parades (Fig. 1f). Organizations, including companies,
cultural institutions, and charity organizations, also require virtual buildings to maintain urban business premises
(Fig. 1g-i). Notably, renowned architectural firms have begun designing virtual cities and buildings in virtual worlds
(Fig. 1h-k). Furthermore, the interactive nature of virtual architecture facilitates diverse social systems. It delivers
sophisticated information regarding social interactive elements in multiple scenarios, as demonstrated by ZAHA’s
advanced virtual architectural projects incorporating interactive technology and architectural design (Fig. 1h-j). Lastly,
the virtual architecture enables trading, giveaways, and auctions of virtual land as non-fungible tokens (Fig. 1l-m),
enriching the metaverse 2 ecosystem in the future.
The early adoption of emerging technology often encounters accessibility issues, and knowledge from one field
may not be easily transferred to another [35]. In architecture, design research primarily focuses on leveraging neural
networks, such as StyleGAN and Pix2Pix, to generate images like floor plans [23, 24], exterior facades [48, 118], and
stylized images [36, 38]. However, there is a lack of effort in collaborating with deep generative models (DGMs) for direct
3D geometry generation. This oversight results in a deficiency of diversified design philosophies, efficient production
logic, and precise geometric control in current deep learning-generated architectural designs. Despite proposals for
computational and algorithmic approaches (e.g., [80, 97]), design dimensions of virtual architecture have yet to be
systematically explored. This gap impedes the advancement of virtual buildings within virtual environments. Our survey
aims to bridge this gap by investigating deep-learning-based 3D shape generation methods for virtual architecture. We
emphasize the importance of considering designer-AI collaboration perspectives, particularly inclusivity, to cater to
non-tech-savvy architects and layperson users seeking to create virtual buildings in the virtual environment.
2 The metaverse refers to a hypothetical, computer-generated world that integrates with reality through various techniques and concepts [99].
Manuscript submitted to ACM
4 Anqi Wang, Jiahua Dong, Lik-Hang Lee, Jiachuan Shen, and Pan Hui
Fig. 2. Applications of deep learning impact our lives in all aspects. (a) Self-drive cars; (b) AlfaGO; (c) Segmentation in the city
recognition with computer vision; (d) Mirror World NFT, which shows AI dialogue character with personality and development
from learning; (e) OpenCV recognizing the object types in the camera view; (f) Apple watch paired with deep learning detect atrial
fibrillation with 97 % accuracy; (g) ChatGPT developed by OpenAI; (h) Recommendation system in the Tiktok; (i) Smart agriculture
implemented by deep learning with drones; (j) DALLE-2, one powerful painting tool empowered by machine learning; (k) D.O.U.G, a
collaborative robotic arms interacted with human, learning human behaviors and gestures, performance and created by artist Soug
Wen; (l) digital human body generation by 3D reconstruction technique; (m) An AI art movie created by GANs (Casey Reas); (n) BCI
(Brain-computer interface).
capability of self-learning and experience enhancement [156]. Deep learning has broad applications across various
domains of life. There are plenty of notable examples. Such as the first fully automatic self-driving car, Navlab5 (Fig. 2a);
Alpha GO, a computer program that can beat top human Go players (Fig. 2b); Mirror World NFT’s intelligent character 3
that can learn and grow up from human text conversations (Fig. 2d); ChatGPT 4 developed by OpenAI [135], the ever
first intelligent conversational machine model; One of the best recommendation systems in the world (Fig. 2h), which
made TikTok stand out from 13.47 million DAUs 5 ; DALLE-2, which was commented as the ever-best AI painting tool
(Fig. 2j); and the infinite potential BCI (Brain-computer interface) (Fig. 2n); Moreover, the intelligence revolution could
not be ongoing without DL, for instance, smart agriculture (Fig. 2i), and smart transportation. Computer Vision relies on
deep learning closely, such as notable OpenCV (Fig. 2e), segmentation with vision cognition (Fig. 2c), and 3D scanning
techniques (Fig. 2l). Additionally, loads of contemporary digital art were created through deep learning by inputting
and processing the data of human gestures and bio-signals (Fig. 2k). Figure 1m represents a cutting-edge example of
experimental AI-art films created using GAN.
3D Shape Generation Technique. It refers to creating digital representations of objects in three spatial dimensions
utilizing deep learning models (DGMs), which is a foundational task in computer graphics. Various DGMs like Generative
Adversarial Networks (GANs), Variational Autoencoders (VAEs), Flow models, and Diffusion models (DPMs) are
employed, each with distinct technical attributes. For example, 3D-GAN employs probability spaces for generating
3D objects with voxel grid representation [179]. 3D shape generation inspires downstream tasks such as object
classification, part segmentation, and scene semantic parsing [57]. Moreover, its various innovative approaches, such
as descriptive prompts [60, 131, 145], model optimization [149], multi-modal interaction [52, 145], and integrating
tools [145], collaboratively foster production and applications in design fields representing 3D models as output.
Deep Learning-Assisted Architectural Form Generation. It utilizes neural networks to generate building forms, integrat-
ing design features and corresponding purposes [199]. Its distinctive use of deep generative models (DGMs) sets it apart
from other areas in deep learning-assisted architectural design [199], such as environmental performance analysis,
and AI-assisted outcome evaluation. This approach addresses architectural, urban, and environmental challenges by
3 Mirror Wolrd’s official websites: https://link3.to/mirrorworld
4 Introducing ChatGPT, source: https://openai.com/blog/chatgpt
5 A report on TikTok, souce: https://www.statista.com/statistics/1090659/tiktok-dau-worldwide-android/
Architecture design
generated by DGMs
DL-assited
3D generation
architectural
with DGMs
design
Virtual architecture design
3D generative model
considering virtual
environment
Rules of the
virtual world
(a) (b)
Fig. 3. (a) This survey investigates the intersection of various areas. (b) A profile of the number of cited works categorized by different
years and topics. The survey’s scope and profile of related articles: a – architectural studies on DGMs; c – computer vision studies; v –
works on rules in VWs.
employing 2D images or 3D form generation techniques. Research in this domain encompasses various aspects, such
as generative plans or sections based on spatial features [8, 150, 186, 192, 193], style transfer for preserving cultural
heritage preservation [105, 150], and the generation of diverse architectural typologies [63].
EC1 Excluded articles solely discussing real-world architectural design aspects (e.g., natural environment, BIM,
construction, floor plans).
EC2 Excluded articles not primarily focused on 3D design generation (e.g., analysis of design cognition, limited 2D
generative drawing without 3D transition approaches).
EC3 Excluded articles primarily discussing generative approaches other than deep learning for architecture (e.g.,
reinforcement learning, genetic algorithms). Only articles discussing deep generative models for building
generation were considered.
EC4 Excluded articles discussing broad architecture design topics (e.g., the architecture of algorithms).
EC5 Excluded articles related to 3D generation focusing on the classification and retrieval of computer vision
approaches.
When the keywords and abstracts did not appear as the key information or elements within our investigative scope,
we read the entire publication to determine its inclusion. After screening, we selected 111 articles and 19 CV research
papers published on arXiv, totaling 130 authoritative articles. Additionally, we conducted direct searches through the
Google search engine, concluding with 19 articles and 2 relevant architectural projects from the perspectives of virtual
worlds, computational architecture, and architectural theory. Ultimately, this survey includes a total of 149 articles and
2 architectural projects.
Various other surveys further locate this scope, as follows: Category 1 (machine learning [95, 143] or deep learning [1,
4, 6, 6, 66, 87, 95, 146, 155]): 3D shape generation [21, 137, 165], scene synthesis [182, 195], applications [34, 49],
3D representation [63], 3D reconstruction from 2D [188], and generative models [3, 32, 33, 57, 57, 76, 140, 177];
Category 2 (artificial intelligence in the architectural design): machine learning-assisted architectural design [143, 171,
199], GAN-assisted architectural design [127], computer-aided architectural design [169], historical development [24],
infrastructure [171], intelligent construction [4, 10, 71]; and Category 3 (architecture in a virtual environment or
virtual worlds): design disciplinary in virtual reality (theories and applications) [13], human perspective in the virtual
space [70, 98], human-building interaction (HBI) [5], and metaverse or virtual worlds [14, 47, 99]. In contrast, this article
reviews the deep learning approaches in the virtual discipline of architecture regarding virtual environment rules,
techniques, design principles, and HCI methods. We advocate for an interdisciplinary approach that integrates these
research areas. Our survey article uniquely considers the prominent features of the above categories in this topic and
further paves the way for AI-architecture integration in virtual environments with the contributions below.
(1) We provide a comprehensive investigation for the inclusion of DL-assisted architectural generation and deep
generative models dedicated to developing a critical lens for computational architecture in virtual environments.
(2) We highlight four characteristics of various generation approaches to improving technical understanding and
prompting design applications by elaborating on their capabilities and challenges from the whole picture.
(3) We propose research agendas and future directions for generated virtual architecture, considering virtual
disciplines, deep learning, and architectural design, thus call for interdisciplinary designer-AI collaboration
research.
Manuscript submitted to ACM
A Survey on Deep Learning for Design and Generation of Virtual Architecture 7
Fig. 4. Virtual architecture projects exhibit various forms: (a) Joris Putteneers’ "Synesthesia" 6 (2016) creates a surreal and complex
architectural construction through algorithmic simulation in Houdini; (b) "E-motion" 7 (2020) by Fei Chen et al. features a digital
interface allowing real-time data interaction for rethinking co-living among species; (c) "ISOS" by Viviane Toraci Fiorella, Taza Celilia,
and Prandini Alvaro Campo in the "Volumetric Cinema" workshop by Current.CAM (2022) explores the interaction between virtual
avatars and dramatic environments; (d) Tane Moleta and Mizuho Nishioka’s collaborative project (2021), "Populating Virtual Worlds
Together," leads to an autonomous virtual space; (e) Utilizing BCI to capture affective-driven dynamic noise, Barsan et al. (2020)
demonstrate 3D volumetric architecture in virtual environments [12]; (f) Current.CAM’s VR gallery (2021) features continuous
partitioned spaces with fluid blue, reinforcing the shaping of digital interfaces on the human senses.
2.1.1 Virtual Architecture: Mission and Scope. Virtual architecture is a spatial instance within the virtual world. It
is characterized by interactive features related to social attributions and technology frameworks, including realism,
ubiquity, interoperability, and scalability [47]. The concept of virtual architecture encompasses various buildings and
scenes with immersive experiences, such as video games and social VR.
Our scrutiny reveals an overlapping scope between virtual architecture and human-building interaction (HBI),
referring to a consistent goal between the social acceptability of metaverse [99] and sustainability of HBI [5]. Specifically,
HBI focuses on understanding and facilitating human interaction, adaptation, and emotional connection within the built
environment [5], whose sustainability highly echos the social acceptability of the metaverse. Furthermore, researchers
have built a close correlation between these two notions relying on user perception in immersive virtual environments
aiming at HBI goal [68]. Additionally, according to conceptualizing HBI by Alavi et al., the built environment comprises
social, spatial, and physical aspects [5]. This work also emphasizes that significant technologies driving HBI include
ubiquitous computing, interactive architecture components, and sustainability. Notably, previous HBI surveys emphasize
the inherent attributes of buildings, distinguishing them from traditional HCI [5, 125]. Therefore, the HBI perspective
offers a new approach to understanding the multifunctional nature of virtual buildings [5], regarding encapsulating
ubiquitous computing, human-centric interaction, and sustainability goals. We outline these essentials to define the
mission and scope of virtual architecture in Table 1 (Appendix).
2.1.2 Design Discipline. Virtual architecture gives rise to new design disciplines distinct from traditional architecture
that align with the logic of virtual worlds. The below paragraphs elaborate on the design considerations, including
building form, production, and construction methods, as well as the pivotal role of deep learning approaches within
these design disciplines.
(1) Design Consideration. Deep generative models for architectural generation could easily replace the physical
context in current research with a virtual one in the following two aspects. First, virtual logic (rendering,
computation, graphics, society codes) replaces physical context (i.e., environment, material, economic cost),
where users emphasize social gathering activities with unrestricted time and space. Second, virtual logic takes
into account more aesthetic, cultural, and human-centered intentions than physical architecture [12]. Virtual
6 Source: https://putteneersjoris.xyz/projects/synesthesia/synesthesia.html
7 Source: https://bproautumn2020.bartlettarchucl.com/rc18/e-motion
Manuscript submitted to ACM
A Survey on Deep Learning for Design and Generation of Virtual Architecture 9
architecture can take this grand responsibility, utilizing deep generative models to incorporate wide definitions
and creativity affordances.
(2) Building Form. First, deep generative models could form various formats, from solid mesh to the discrete
point cloud, to support virtual architecture with flexible and inclusive representations. Generation and virtual
techniques enable the construction and rendering of cutting-edge buildings in the virtual world by replying to
proper datasets, such as Paper Architecture 8 , and bionic architecture 9 , which previously not be implemented in
reality. Second, leveraging deep generative models could form a diversified and rich shared online space since
this technique not only incorporates the vast and various datasets contributed by users but also flexibly adjusts
its framework or workflow. Space geometry has been expanded to space intelligence, representing the generative
logic of forms transformatively. For instance, space form could be embedded in technical capabilities as assistance,
such as algorithmic fluid form (Fig. 4a, 4f), spatial data with point cloud (Fig. 4b), interactive narrative (Fig. 4c),
collaborative co-constructing (Fig. 4d), and creative voxel girds output (Fig. 4e).
(3) Production Mode. Undoubtedly, deep learning with 3D generation capability facilitates novel production modes.
First, the construction mode has changed into modeling form from 3D space with modeling software assisted
instead of the traditional floor plan of function layout in architectural design. Second, the process of designing
and building virtual architecture has changed. ZHVR group illustrates this new construction process as five
phases: concept design, developed design, technical design, construction, and post-construction 10 . Meanwhile,
the stakeholders have changed in this process; architects and programmers have become architects and engineers.
By highlighting these key points, we craft a virtual architecture guideline urging a broad understanding grounded in
knowledge and expertise for virtual buildings.
2.2.1 3D Shape Generation. Traditional deep generative models contribute to 3D shape generation alongside well-
known models such as Generative Adversarial Networks (GANs) and variational autoencoders (VAEs). Other models
like normalizing flows (N-Flows), recent diffusion probabilistic models (DDPMs), and energy-based models (EBMs)
have also made significant contributions by learning from the similarity of given data. These deep generative models
8 Visionary architecture that could not be built in reality, only as drawings, collages, or models.
9 Bionic architecture is usually computationally adapted to the structure or form of organic matter in nature. Design considerations for biomimetic
architecture include living organisms’ physiological, behavioral, and structural adaptations.
10 Reference the diagram named Redefinition of AEC project ecosystem by ZHVR
Fig. 6. The figure illustrates various 3D representations commonly used in generated architecture: (a) Voxel grids, (b) Meshes, (c)
Point clouds, and (d) Neural fields.
generate a tangible 3D object ready for rendering. It conveys a latent variable to a high-quality image. Although each
model has benefits and has shown remarkable progress in recent years, the architecture domain primarily relies on
GANs. In contrast, VAEs and the latest diffusion models are designed for a few research. Considering the relevance, we
thus introduce the GANs, VAEs, and diffusion models in detail rather than an exhaustive list of models included in
other CV survey articles (Fig. 5).
GANs. GANs are a type of semi-supervised learning relying on the noise value. The GANs rely on machine learning
algorithms to construct two neural networks: one is a generator, and another is a discriminator. It trains a large database
employing a zero-sum game between two neural networks to generate agnostic creative results.
Variational Autoencoders. Variational autoencoders are probabilistic generative models that employ neural networks,
utilizing both encoders and decoders alongside inputs and outputs. The latent space of a VAE learns data features and
simplifies data representations to aid model training for a specific purpose. During training, regularization ensures
that the latent space of a VAE possesses acceptable qualities and can generate new data [91]. Furthermore, the term
"variational" originates from the tight connection between regularization and the variational inference technique used
in statistical analysis.
Diffusion Models. By modeling the dispersion of data points in latent space, we can uncover the underlying structure
of image or volumetric datasets, exemplified by Denoising Diffusion Probabilistic Models [69]. This entails training a
neural network to eliminate the blurring effect of Gaussian noise on an image, resulting in the significant advantage of
producing sharp and detailed features.
2.2.2 3D-Aware Image Synthesis. This approach extracts latent vectors from the latent space and decodes them into a
target representation by using GAN. Generally, the generation pipeline is for an image with 3D awareness as a result,
and it also starts with an image as a generative source.
2.2.3 3D Representations. These two types of 3D generation yield diverse representations of 3D scenes in computer
vision and computer graphics. The 3D representation in 3D shape generally includes explicit representations, such
as voxel grids, point clouds, meshes, and implicit neural fields. A 3D-aware image includes depth or normal maps,
voxel grids, neural fields, and hybrid representations. The integration between them and the architecture generation
also varies. For example, a point cloud is often considered an input source for training generative models. The 3D
representation is articulated in existing survey research as a classification (Fig. 6). Below are brief descriptions.
Architectural design prefers explicit representations due to the controllability, familiarity, visualization, and availabil-
ity regarding modifying in 3D modeling software. Explicit geometric representations are more accessible to visualize
and interpret as they directly represent 3D space. The designers can precisely position and adjust each point or voxel,
Manuscript submitted to ACM
A Survey on Deep Learning for Design and Generation of Virtual Architecture 11
allowing for more accurate control over the shape and form of the generated geometry. Nevertheless, implicit represen-
tations (neural fields) have considerable possibilities in architectural research regarding their benefits to offer more
flexible, continuous, and efficient representations of geometry.
Voxel grids. It refers to a three-dimensional grid of values organized into rows and columns. The grid contains rows,
columns, and layer intersections, referred to as a voxel, i.e., a miniature 3D cube [40].
Point clouds. A point cloud is a distinct collection of data points in space [151], which might indicate a three-
dimensional form or item through Cartesian coordinates (X, Y, Z) assigned to each point location.
Meshes. A 3D mesh is the polygonal framework upon which a 3D object is built [131]. Reference points along the X,
Y, and Z axes describe the height, breadth, and depth of a 3D mesh’s constituent forms. It is important to note that
creating a photorealistic 3D model sometimes requires many polygons.
Neural fields. It creates images by using traditional volume rendering methods to query 5D coordinates along camera
rays and projects the resulting colors and densities onto a 2D plane. Despite its use of depth data, the scene geometry is
rendered in exquisite detail, complete with intricate occlusions [116].
Hybrid representation. This refers to a hybrid pipeline of 3D representation for the pre-training in a 3D feature space
embedded in both the virtual and actual worlds. The hybrid pipeline can include multitudinous data sources and image
frame features [162], depending on the generation purposes of the 3D volumetry.
2.3.1 Related Works. Integrating deep learning into architectural design has significantly increased in recent years.
Initially, neural networks in deep learning were widely utilized for style transfer in 2D drawings of architectural
design (depicted as 3D transposition in Fig. 7), such as floor plans [23, 24], sections [186], and facades [48, 118]. Most
approaches employ a zero-sum game of these neural networks to blend architectural styles with design intentions and
then manually assemble these images into 3D buildings as a post-processing step [79]. However, this indirect method
poses significant challenges for designers due to the absence of interpretative embeddings in each image, such as
materiality, style, proportions, or program representation [60]. Additionally, a general lack of knowledge and expertise
in generation techniques regarding frameworks and algorithms in the architectural field leads to underexploration in
the design.
Recent works have shifted focus from 2D images to 3D shapes, utilizing techniques such as 3D GANs, VAEs, and 3D
diffusion models (depicted as 3D solid form generation in Fig. 7). Current approaches support architectural generation
from different modality inputs, such as text, image, and 3D, leveraging different model features. Generally, GAN utilize
labeled 3D datasets according to design meaning, such as architectural elements. VAEs generate 3D models utilizing
reduced 3D features recorded in latent space with an encoder-decoder. Although the application of 3D diffusion models in
architectural design is limited, their multi-modal integration capability and diverse methods suggest significant potential
for future use. Additionally, delving into 3D generation requires a higher technical threshold than simply applying
generative models. For instance, in the generation process, GANs require careful adjustment of hyperparameters for
stability, network depth, width, and kernel size to ensure performance and output quality. Additionally, considerations
Manuscript submitted to ACM
12 Anqi Wang, Jiahua Dong, Lik-Hang Lee, Jiachuan Shen, and Pan Hui
of computational resources, dataset characteristics, and random noise input to the generator are essential for effective
training [120].
Both 2D and 3D methodologies shed light on the evolving trend towards designer-assisted AI workflows rather
than mere AI-assisted design. Shi et al. underscored the importance of regulation and training by designers in such
designer-AI collaboration, alongside ideation, creation, visualization, and testing [163]. They outline four possibilities
regarding regulation and training for better aligning with design goals: curating training datasets, providing semantic
information, regulating AI’s roles and behaviors, and assisting AI in improving performance [163]. Architectural design
experiments have also propelled such pioneering endeavors. For example, Huang proposed an experimental approach in
semantic analytics through human interpretation [72], facilitating mutual learning between humans and AI to generate
cultural and architectural meaning. Overall, this shift enables designers to contribute to future architecture in virtual
and physical realms by transitioning from traditional design roles to "technical design."
We identified four key focuses by thoroughly examining the literature on architectural design employing deep
learning: dataset, multimodality, design intuition, and generative framework (see Table 2, Appendix). Notably, our focus
is specifically on architectural design and generation considering 3D form, aligning with the scope of our survey.
2.3.2 Dataset. Dataset preparation comprises data collection, data cleaning, and filtering, which is the first and foremost
step in deep learning-assisted architectural design. However, 3D building datasets regarding specialized design and
general applicability are currently scarce and underexplored. Despite being scrutinized, we found only three building
datasets that can aid in 3D form generation [120, 134, 144]. Selvaraju et al. first introduced BuildingNet, a large-scale
collection of 3D building models with labeled exteriors [160]. Building upon this work, Mueller developed the HouseNet
dataset, a selective collection of preprocessed models, which was subsequently utilized in her design work [120]. Besides,
Peters et al. introduced the 3DBAG dataset, containing 3D building models of the Netherlands [144], featuring multiple
levels of detail. The 3DBAG dataset was further leveraged by Vesely in deep learning-assisted architectural design
utilizing heatmap data for generating 3D geometry building [134], showcasing its potential in design.
Therefore, architectural design research has to prioritize building 3D datasets through manual pre-processing before
the generation process. This includes generating models using various tools, such as generating massive models
approach [158], scanning with specialized scanners [20], segmenting architectural elements [20], and formatting and
transforming data [120]. The lack of adequate and unified datasets hampers further exploration of broad user affordances
and democratized tool development.
2.3.3 Multimodality. Multimodality leverages natural human communication capabilities by integrating multiple
modalities, such as speech, gestures, and visuals, within a single channel. The current literature underscores the
significance of multimodality in deep learning methods, particularly in utilizing human understanding as input, such as
descriptive prompts and stylized images. Generally, these diverse design methods can be classified as follows, which
can also be divided into two groups: 2D and 3D generative approaches with deep learning (3D transposition and 3D solid
generation as shown in Fig. 7):
Text-to-Image with Understanding and Interpretation. This method utilizes generative images from text inputs,
such as keywords or descriptive languages, then manually translates images to 3D form by designers with design
understanding and interpretation. This process could generate more accurate and meaningful architecture synthesis
from images. It could also expand existing design cognition by style transfer, such as imaginary visual representation.
In addition, generative images in architectural design usually inspire to aid ideation, form finding, and result rendering.
However, advanced integrated models only rely on non-architectural datasets, such as DALLE2, Stable Diffusion, and
Manuscript submitted to ACM
A Survey on Deep Learning for Design and Generation of Virtual Architecture 13
Fig. 7. 3D transposition leverages 2D generative images to transpose into 3D form in an additional manual or computational way. In
contrast, 3D solid form generation leverages 3D deep generative models, including 3D GANs, VAEs, and 3D diffusions, to generate 3D
form directly.
CLIP integrated with G. Diffusion, which leads to stiff outcomes lacking design intention. For instance, the generative
images fail to interpret further architectural meanings, such as "ecological architecture" or "parametricism" [60].
Text/Image-to-Image with Vision and Sights. This method combines visual assembly of inputting 3D models as
an image instance with the text-to-image method to render buildings. It only renders images as reference outcomes,
not implementing 3D models directly. This method enables a quantitative understanding of architecture and grants
designers greater agency [60]. Designers manually convert architectural context (e.g., massing areas, building code, site
constraints, and program distribution) into 3D form images as input. Although currently employed in real contexts, its
applicability in virtual architecture as 3D form input is acknowledged regarding context and norms. In this method,
different models offer designers varying flexibility in adjustments. For instance, Stable Diffusion permits adjusting
model parameters and image settings (e.g., image size, clip guidance scales, seed), while DALLE2 does not.
Text-to-Image-to-3D. This method conducts a pipeline combining text-to-image with high-automatic 3D computa-
tion by extracting 2D depth information from generative images. Such 3D computation approaches encompass various
approaches, such as NeRF, LeRes, and Grasshopper. Current works display the generation of building interiors and
exteriors considering various conditions. The latest research developed an integrating tool hosted in Grasshopper to
empower architectural design to integrate this mixed approach [60].
Text-to-3D with Language. Advanced deep learning models enable 3D shape generation through descriptive
language input, such as 3D Diffusion and Point-E. However, this method has not been widely utilized in architectural
design due to a lack of architectural element detail, as our investigation revealed. We delve deeper into this topic in
Section 3.
2.3.4 Design Intuition. Design intuition refers to processing generative techniques to cooperate with intended design
goals [20, 93], determining the architectural meaning of design outputs through extended interpretability. Although
many factors can affect the design results aiming to enhance design intuition, we list the two most mainstream ones:
Generative images could be tailored to the design purpose in 3D transposition approaches by incorporating the desired
Manuscript submitted to ACM
14 Anqi Wang, Jiahua Dong, Lik-Hang Lee, Jiachuan Shen, and Pan Hui
Fig. 8. A systematic taxonomy for reviewing generation approaches on virtual architecture design with DGMs.
style. For instance, Ren et al. utilized a StyleGAN to blend the Gothic architectural style with an original plan by
inputting the real essence of a Gothic-style floor plan [150].
Preprocessing datasets could also facilitate the design intuition in both 3D transposition and 3D solid form approaches
[20, 93], which ensures the dataset contains the necessary and accurate architectural elements imbued with "design
meaning." However, the current approach often involves preprocessing data by designers according to specific design
requirements, demanding significant human and computational effort to drive interpretability toward design objectives.
For example, Çakmak conducted architectural element segmentation on scanned point clouds to generate meaningful
components with a GAN and an encoder-decoder architecture [20].
2.3.5 Generative Framework. This refers to adapting generative frameworks regarding workflows and generative
models to correspond to specific design objectives. Rather than simply applying existing models, some recent research
endeavors are integrating, adjusting, and developing frameworks. For example, Kahraman et al. investigated the post-
integration workflow of a flexible, customized auxiliary discriminator network to enable multi-objective control of
generation, catering to the combination of multiple abstract criteria for design purposes [83].
Furthermore, some studies have shown promise within generative frameworks in connecting 3D geometries and
algorithmic manipulation, as well as merging geometry utilizing latent space [114, 158]. This exploration involves
investigating hyperparameters and loss functions in GANs while variable manipulation in the latent space of Variational
Autoencoders (VAEs). For instance, Mueller examined various hyperparameter options and combinations in GANs to
understand their impact on generating meaningful single-family home buildings [120]. In contrast, Sebestyen et al.
delved a VAE deeper into manipulating geometry by adjusting variables in latent space and incorporating semantic
information to achieve intentional output results [158].
3.1.1 3D Form Transposition. This approach converts generative images into 3D representations through computational
calculations or manual adjustments. The process starts by segmenting a 3D model into discrete images, such as sections,
plans, and projections from various viewpoints. For example, Zhang and Blasetti combined two architectural forms
using generated 2D-pixel images through discrete section slicing and multiple views [192]. Compared to direct 3D
approaches, this method offers easier usability and higher computational efficiency as it is based on generative images.
Research in this approach utilize traditional architectural design principles to manipulate spatial features in 2D
images on the plan [8, 134], section [11], facade [37, 39], and perspective images [72, 89]. For instance, Asmar and
Sareen employed a StyleGAN to leverage latent space for image generation, followed by 3D voxelization using vector
arithmetic, with a specific focus on generating a single building [8]. Vesely also utilized Pix2Pix GANs while generating
building massings within urban environments by training on high-fidelity 3D building models 11 , and incorporating
multi-layered site context information [134]. Whereas Bank et al. experimentally developed building forms with 3D
point clouds from sampling generative images aiming for teaching methods [11]. In contrast, some research utilize pixel
projection to convert 2D-pixel values, generated by latent walks, into a corresponding 3D model. [37, 39]. In these works,
Del Campo et al. innovatively generated a house emancipating from a canonical AI-generative approach by intentionally
challenging curve-fitting techniques and embracing data scarcity or overfitting [37]. In contrast to prior approaches,
some researchers utilize latent space for downscaled perspective information storage, condensing 3D data into 2D images
for manipulation. For example, Huang et al. generated rendering results with various perspectives by interpolating
images generated from the latent space of GAN [72]. This approach extends prior research by incorporating a rotation
of latent space for 3D perspective drawing [89]. This reflects a critical focus on spatial perception in DL-assisted
generation, following architectural principles, and interpreting scale from various perspectives.
The 3D transposition approach exemplifies how freedom of computation and extensive manipulation shape the
future of virtual architecture with its focus on intricate variations. Given that generative images are lightweight and
easy to process, this method ensures high-resolution retention in both input and output. However, this method sacrifices
geometry controllability and production efficiency for a generation. Additionally, significant human labor is required to
establish an automatic workflow. These shortcomings have urged a paradigm shift in generative approaches towards
direct geometry production.
3.2.1 3D Shape Generation with GANs. GANs have emerged as a 3D generation method from a probabilistic space in
convolution networks, capable of producing various explicit representations, including point clouds [19] or voxel grids
11 The dataset is 3D BAD. An overview of 3D BAG, source: https://docs.3dbag.nl/en/
Manuscript submitted to ACM
16 Anqi Wang, Jiahua Dong, Lik-Hang Lee, Jiachuan Shen, and Pan Hui
[45, 56, 62, 104, 110–113, 133], as well as implicit neural functions like occupancy fields and signed distance functions
(SDF). Wu et al. employed a generative adversarial network architecture to generate 3D voxel grids by capturing the
probability distribution of 3D shapes [179]. Although approaches like PLATONICGAN and IG GAN also produce 3D
voxel grid models from unstructured 2D image data using GAN [67, 111], the drawback of this method for voxel grids
is the inability to achieve fine-grained voxels due to the cubic increase in computational cost. Additionally, point cloud
representation, obtained as raw data through depth scanning, presents various challenges in GAN-based generation,
including convergence issues, utilization of local contexts, and high memory consumption [2, 7, 74, 148, 166]. Mesh
representation, commonly used in 3D modeling software, faces difficulties in applying deep generation models due
to non-Euclidean data and challenges in connecting mesh vertices to compose shapes [165]. While methods like the
multi-chart approach address irregular mesh structures [16], approaches like Get3D enable high-quality geometry and
texture from 2D image collections by incorporating differentiable surface modeling and rendering into GANs [53].
3.2.2 3D GAN Utilized in Architecture. This refers to generating 3D solid form through a direct 3D data acquisition,
evaluation, transformation, and rearrangement using deep generative models [168]. This approach, aligning training
datasets with spatial design parameters, usually achieves specific design objectives. Specifically, designers utilize datasets
with design meaning by labels or semantic interpretation. For instance, Immanuel Koh employed 3D GAN to generate
massive Singapore high-rise buildings by labeling building exteriors and interiors of training models [93]. Additionally,
researchers and designers have fully probed dataset forms related to architectural structures to address the deficiency
in generating precise geometries. Zheng and Yuan innovated training coordinate vectors of building surfaces in neural
networks to find forms based on NURBS 12 with different design features [196].
Innovating generative methods using 3D GANs for fidelity and accuracy remains a novel and timely topic in AI-
assisted architectural design. Some researchers integrate additional computational methods or generative models with
3D GANs to expand the range of design cases for 3D form generation. For instance, Puteneers combined Houdini
with 3D GANs as a form-finding tool to test the algorithms’ capabilities in creating artifacts as AI agency 13 . Similarly,
Cakmak added a pair of encoder-decoders to a GAN framework to process and save data for generating 3D models [20].
This approach aims to extend design cognition by incorporating AI as an agent to understand the mind in cognitive
science through embodied action.
Researchers have also increased their focus on training and deployment techniques for design purposes. For instance,
Mueller developed a new GAN architecture capable of generating building geometry with incorporated structural
features in the dataset [120]. This work emphasizes testing different inputs for the generator and discriminator,
analyzing the training process, and exploring various hyperparameters. Such progress demonstrates a commitment to
autonomously generating building geometry using 3D GANs, leveraging automation and advanced technologies to
address architectural and urban design challenges.
Although GANs are widely recognized as the primary tools for deep-learning-assisted architectural generation, they
exhibit limitations in architectural design applications, including issues with style variation, category singleness, design
unpredictability, and topological inconsistency. These challenges drive designers and researchers to explore diverse
alternative approaches in architectural design.
12 Non-uniform rational basis spline, a mathematical model using basis splines to represent complex curves, surfaces, and solid form.
13 Source: https://putteneersjoris.xyz/projects/Ugly%20Stupid%20Honest/ugly_stupid_honest.html
3.3.1 3D Shape Generation with VAEs. VAEs utilize pointwise loss to find a probability density by explicit representations
to obtain an optimal solution by minimizing a lower bound on the log-likelihood function. Brock et al. pioneered
the first VAE for processing 3D voxel grids to address the instability issues inherent in GAN approaches [18]. This
method employs a pair of encoder-decoder architecture: the encoder, comprising four 3D convolutional layers, maps
information to latent vectors, while the decoder reconstructs these vectors into 3D voxels. Subsequent work has focused
on enhancing the quality of voxel reconstructions, particularly in producing smooth rounded edges [117]. For point
cloud representation, the challenges associated with GANs’ instability have prompted the development of alternative
generative models based on encoders. Variational autoencoders (VAEs) and adversarial autoencoder models (AAEs)
have emerged as viable alternatives [189]. Similarly, generating meshes with VAEs presents challenges akin to those
faced with GANs. Given the complexity of processing topology, approaches like the multi-chart parameterization of
meshes have been proposed to handle irregular mesh structures [16]. Several methods have sought to simplify this
process, including SDM-Net-based approaches like TM-Net, which defines a textured space on a template cube mesh
[54, 55, 123].
3.3.2 VAEs Utilized in Architecture. For research on architectural generation, VAEs extract information through the
latent space with a pair of encoder-decoders, which is compatible with various design purposes but is seldom utilized
in architectural design due to high technical access. As one pioneering research of 3D generation, Miguel et al. used
labeled connectivity vectors extracted from rectangular cube structure "3D-canvas" as data representation because of
the usability and compact regarding 3D feature structure [114]. The outcome is achieved by 3D voxelized wireframes of
multiple architectural forms with different styles and strengths through learning continuous latent distributions of VAE.
Based on this work, Miguel et al. further tested parametric augmentation for a larger dataset of 3D geometries [115].
By contrast, some work concentrates on post-integration assisting in training according to the designer’s preference
after the VAE generation in the whole production. For instance, Kahraman et al. produced a series of chairs with 3D
voxelization while comparing multi-object VAE and GAN [83]. This application discussed pre-defined criteria ranging
from leisure to work scenarios.
Although VAEs are highly capable of incorporating 3D features, their current application is limited to generating
specific targets with similar features, such as single buildings. They also produce low-resolution outputs because they
use a variational loss to approximate the probability density by optimizing a lower bound on the log-likelihood function.
Additionally, the high technical threshold hinders research and applications for non-experts in AI.
3.4.1 3D-Aware Image Synthesis and Its Editability. 3D-aware image synthesis achieves 3D view-consistent rendering
by relying solely on supervised 2D images and employing different neural rendering techniques. Recent research has
focused on integrating GAN-based models for generating 3D-aware images [27, 129]. For instance, HoloGAN is capable
of unsupervised learning from unlabeled 2D images, eliminating the need for pose labeling, 3D shape, or consistent
views [129]. It represents a significant advancement in unsupervised learning from natural images. Studies, such as
Pi-GAN [27], StyleSDF [136], and StyleNERF [59], have demonstrated improvements in two critical areas for 3D-aware
synthesis: resolution and multi-view consistency of synthetic images. For instance, StyleSDF, based on signed distance
functions (SDF), produces detailed 3D surfaces, yielding visually and geometrically superior results [136]. Furthermore,
cutting-edge techniques integrate 3D-aware images with CLIP models, enabling 3D geometry generation from natural
language descriptions [78, 175]. DreamFusion, for example, enhances generation efficiency through a loss derived from
the distillation of a 2D diffusion model [145]. Notably, advancements in 3D-aware synthesis extend beyond pre-trained
2D image-to-text models, with methods like DreamFusion incorporating diffusion models as strong image priors, further
improving generation efficiency. Additionally, 3D-aware synthesis can integrate other deep generative models, such as
recent diffusion models, which will be discussed in the following subsection.
The primary objective of 3D-aware image synthesis is to achieve explicit control over camera pose, enabling more
engaging and interactive user interactions with scenes. Some approaches also support object pose editability; for
example, GIRAFFE allows panning and rotating 3D objects in the scene [132]. Similarly, StyleNeRF enables alteration of
style attributes, supporting style blending, inversion, and semantic editing of the generated results [59]. This editability
offers various solutions for refining generated targets from different perspectives.
3.4.2 3D-Aware Image Utilized in Architecture. 3D-aware synthesis shows promise for virtual architecture regarding
representation conversion, controllability, and multi-modality with linguistic descriptions. As OrEl et al. demonstrated in
StyleSDF, converting implicit representations to explicit geometry enables designers to comprehend and edit architectural
elements with precision visually [136]. Similarly, Gu et al. showcased in StyleNeRF how explicit control over style
attributes allows for creating diverse architectural designs with semantic editing capabilities [59]. Recent advancements
include Meng et al.’s introduction of a Colab configuration for creating buildings based on DreamField, which supports
conditional text input, parameter adjustment, and style attributes 14 . Additionally, Guida et al. have generated buildings
with 3D representation by leveraging NeRF from generative images produced by Stable Diffusion [61]. This method
expands the potential for generating a wider variety of complex forms. This implementation underscores the practical
application of 3D-aware synthesis in architectural design, providing designers with intuitive tools to realize their
creative vision. However, concerns arise regarding its effectiveness, which is often limited to simple objects lacking high
resolution and precise internal structures due to non-design datasets. To address these limitations, Guida et al. utilized
integrated stable diffusion with text-to-image synthesis to supplement non-design datasets, effectively enhancing the
diversity of form-finding [61]. Nevertheless, the efficiency of generating complex architectural structures with both
internal and external details remains constrained by the characteristics of deep generative models.
3.5.1 3D Diffusion and Its Manipulability. Recently, 3D diffusion has gained a growing interest in generating 3D
shapes due to its outperformance abovementioned. Despite the flexibility of conditional diffusion sampling, previous
diffusion models are limited to sampling pixels of images. In contrast, Ben et al. have innovatively applied diffusion
models to generate 3D models directly through applying denoising in high-quality 3D-aware image synthesis named
DreamFusion [145]. This work sparkes various follow-up approaches regarding text-to-3D (e.g., Magic3D [103], Pro-
lificDreamer [176]) and image-to-3D (e.g., PVD [198], Magic123 [147], MVDream [164]) with improved generation
efficiency, resolution of geometry and texture. For instance, LION concentrates on greater flexibility regarding operation
and application by leveraging conditional synthesis and shape interpolation within a combination of diffusion models
and VAE [191]. While Magic123 with image input focuses on reconstructing a high-resolution and textured 3D mesh
using joint 2D and 3D priors [147].
Diffusion models facilitate the generation of 3D shapes with outperformed controllability in two ways: modifying
style attributes and manipulating conditioned descriptive text. Firstly, most methods allow modification of specific
style attributes, such as shape and texture, during the generation process [59, 78, 132]. This progress suggests that
diffusion models offer a robust and controlled approach to 3D shape generation, particularly for complex shapes
with intricate details and specific attributes. Secondly, some burgeoning methods feature text-to-3D generation with
human interpretative intention by manipulating text prompts [28, 103, 109, 130, 145]. Earlier work utilized CLIP for 3D
generation and manipulated text prompts, such as PointE [130]. Comparably, current works have improved output
results by incorporating stronger synthesis priors, such as DreamFusion [145].
3.5.2 3D Diffusion Model Utilized in Architecture. Pioneering design works utilizing diffusion models have proliferated
recently. While most of these works only utilize diffusion models to generate 2D images coupled with additional
computational methods for 3D transposition, such as LoRA and NeRF [61]. For instance, AIG studio’s work 15 has
achieved a modeling framework through stable diffusion, generating plan drawings by relying on heatmaps of urban
morphology and additional LoRA models. Comparably, an alternative method employs diffusion models for nonlinear
shape interpolation to create a variety of 3D forms [94, 108, 159]. For example, one investigation utilized a 3D point
cloud probabilistic diffusion model to generate Taihu stone in specified target shapes [108]. Similarly, another study
adopted volumetric density grids as the 3D representation within denoising diffusion models, providing a range of
possibilities for architectural design [159].
Some initial research in design has also leveraged diffusion models regarding integrating with human interpretation,
interaction usability, and multimodality. An earlier work by Zhang developed a framework capable of compiling analytic
semantic information from input texts, then generating 3D architectural form according to descriptive language [193]. In
this framework, different usages of spaces were trained with adjacent matrices to understand the linguistic instructions.
The approaches of modifying attributions and conditioned descriptive text broaden the usage case for other layman
users by interpreting textual prompts. For instance, Magic 3D has developed a toolkit that offers advanced control over
image instances of 3D generation regarding stylization and content based on text prompts [103].
Additionally, recent work has contributed to integrating tools to improve common tedious workflows [60], such as
constantly transforming models between multiple software or methods. In this work, Guida developed a plug-in with
a user interface embedded in Rhino, integrating multiple approaches of 3D form generation for designers [60]. This
work underscores the significance of multimodality for designer demands. The cutting-edge diffusion model’s high
15 Source: https://www.bilibili.com/video/BV1Qb411Z7UP/
Manuscript submitted to ACM
20 Anqi Wang, Jiahua Dong, Lik-Hang Lee, Jiachuan Shen, and Pan Hui
resolution, denoising, and rapid generation democratizes 3D geometry generation, providing access for individuals
with varying levels of expertise to produce creatively.
4.1 Scale
Scale refers to the incorporated model sizes regarding generative capability in architecture, encompassing both the
scales of the models themselves and the design context. Large scale pertains to generated city and street areas with
diverse design contexts, such as landscapes and river areas or functional planning. Conversely, small scale refers to a
generated single building with exterior or interior concerns while lacking environmental design context. The degree of
scale is influenced by two factors: the capability of incorporated composite workflows and the divergent features or
capabilities of generative models.
Divergent generative frameworks possess different capabilities in generating model scale. Firstly, the capability
of incorporated composite workflows enables the generation of larger-scale models in multiple phases or modules
in a generation. For example, Tencent proposed a large-scale automatic generation solution of 3D virtual scenes
incorporating various methods in three modules: city layout generation, building exterior generation, and interior
mapping generation [97]. GANs exhibit such compound capability. Secondly, visual processing capabilities in deep
generative models like GANs facilitate the generation of larger-scale models utilizing plan images. For instance, Kim et
al. adopted two subtasks of GAN and CNN (convolutional neural network) to construct a 3D city model through scene
parsing, city property vectors, and terrain maps. In this work, terrain maps of the city plans are crucial for generating a
large city model from the plan.
Furthermore, different models possess various tolerances regarding design context. Firstly, a more hybrid workflow
leads to a wider range of design contexts. For instance, the diffusion model can handle broader design contexts since
it can merge mixed methods for generation, such as vertical generation by depth map, 3D synthesis by NeRF, and
descriptive language. Secondly, the higher capability of accommodating data diversity and complexity results in a wider
range of design contexts, such as with GANs and diffusion models. In contrast, VAEs, while proficient in learning
latent representations and generating data, are limited in capturing complex spatial and contextual relationships due
to model complexity and technology limitations. For example, Miguel’s VAE model to generate a single wireframe
3D building worked with around 150 million parameters, accompanied by only 10% of the dataset’s samples [114].
Therefore, working with larger geometries requires a significantly increased amount of data to balance training and
validation. Additionally, the number of input parameters scales proportionally with the bounding volume of the input
geometry when scaling to large structures, including conditioned context, increasing exponentially.
4.2 Scope
Scope refers to the range of generation or collaboration involved in a design process with deep learning assistance.
A wide scope typically involves employing more complex processing techniques to delve into deeper relationships
between design and generative modeling. Conversely, a specific scope usually entails addressing a particular and tangible
objective. Recent work has concentrated on complex processing with a wide scope, such as semantic interpretation
Manuscript submitted to ACM
A Survey on Deep Learning for Design and Generation of Virtual Architecture 21
[72, 158], and latent space understanding [73], in addition to incorporating additional workflows for design criteria
[83], particularly in 3D solid form generation approaches. This emphasis stems from the fact that design fields are in
the early stages of development and require a comprehensive understanding of deep learning.
The degree of scope depends on two aspects: the involvement of process scope in the design and deep learning-
assisted design or human-assisted design. Firstly, involvement in more design phases represents a wider scope, including
data training and processing, solution set generation, and evaluation (as illustrated in Section 2.3). For instance, Mueller
conducted the entire scope of design work involving pre-processing datasets, refining and fine-tuning models, and
evaluation based on GANs to test the impact of deep learning on design output [120]. By comparison, Zhang et al. merely
applied GANs to generate a set of section images for 3D transposition without involving other phases, representing a
specific scope [192].
Secondly, the work involving human-assisted design has a wider scope than deep learning-assisted design regarding
design generation since it accommodates additional processes beyond design generation, such as dataset augmenta-
tion [114] and semantic labeling [193]. For instance, Huang et al. extended architects’ capabilities by combining the
GAN generation with analytical interpretation processes of NLP (natural language processing) instead of solely focusing
on design generation [72]. Such research addresses the limitations of DL-assisted design generation and compensates
for them by incorporating a wider scope of design perspectives. In contrast, most studies relying on generative images
only investigate DL-assisted design without addressing other concerns [186, 192].
4.3 Operability
Operability refers to the extent of technical or design operation involved in design collaboration with DGMs. Low
operability indicates the straightforward application of DGMs to design tasks, while high operability signifies the
ability to operate within the technical space in a work with improved functionality and efficiency. Technical operations
encompass various types across different models, including fine-tuning model parameters [120], refining training
procedures [20, 120, 158], customizing architecture [83], and adapting methodology applicability [73].
The degree of operability is influenced by the complexity of technical operations and the applicability of methodology.
Firstly, the different focuses of design work contribute to varying levels of technical operations and the applicability
of the methodology. For instance, Veselý demonstrated high operability by unifying methodology applicability and
fine-tuning GAN models for different scales and scopes, including adjusting hyperparameters and optimizing the
training process to achieve better convergence and output quality [134]. Similarly, Huang et al. explored the latent
space potential by connecting structured segmentation of text and visual outputs in generative images of the diffusion
model, establishing robust analytical frameworks operation [73]. Secondly, different designs exhibit varying levels of
applicability due to model divergence. Generally, VAEs require relatively high operability from professionals since it
processes low-dimensional 3D feature data of buildings. In contrast, diffusion and GAN offer various levels of operability
with flexibility ranging from application to fine-tuning, while 3D-aware synthesis requires an intermediate level of
operability.
4.4 Autonomy
Autonomy refers to the level of automation in the generation process facilitated by deep learning techniques. High
autonomy indicates a largely automated process driven by a unified workflow, while low autonomy involves manual
intervention, requiring the connection of workflows and greater ease of use. In architectural design, most works exhibit
relatively low autonomy to ensure quality and design accuracy under the guidance of designers. For example, Mueller
Manuscript submitted to ACM
22 Anqi Wang, Jiahua Dong, Lik-Hang Lee, Jiachuan Shen, and Pan Hui
Various formats
GAN Characteristic VAE Single format
(Architectural components) Dataset Dataset
(3D features)
Multiple Design intuition Design intuition Specific
Scale
3D form generation from 3D form features mapped from
Diverse Multimodality probabilistic spaces continious latent space Multimodality N/A
or 2D image sets
Generative Generative
Many research Scope All research
model model
Various formats
(Architectural components) Dataset DPM 3D-Aware Image Synthesis Dataset Non-specialized
Operability
Relatively Specific
Multiple Design intuition Design intuition (Scenario, stylization)
Fig. 9. A summary diagram illustrating the connections among key sections, including the overview (Section 2), generative approaches
(Section 3), and characteristics of these approaches (Section 4). Accordingly, these high-level issues, identified within the four key
sections of our survey, serve as the basis for further research agendas (Section 5).
validated the methodology across diverse scenarios by selectively retrieving spatial data and comparing the performance
of proposed generative models [120]. However, recent advancements show a proliferation of high autonomy, especially
in 3D generation, focusing on task efficiency [90, 97]. Nevertheless, there is a growing trend towards higher autonomy in
design work to broaden access and enhance usability. For instance, Guida developed an integrated tool within the visual
scripts of Grasshopper with high autonomy, combining all processes and modules in architectural design, providing
convenient input and output modules across different approaches [60].
The degree of autonomy is influenced by the complexity of the design purpose and model processing requirements.
Firstly, researchers tackling challenging and complex design objectives, such as connecting generative models with
design output, tend to exhibit low autonomy. For instance, Mueller endeavored to design goals and each step of
generative models, including training datasets and key hyperparameters [120]. Secondly, the model processing with
frequent transposition across platforms and tools in design leads to low autonomy. For example, Özel incorporates
additional procedural steps after generating a 2D image, requiring high reliance on manual designer intervention [138].
Thirdly, the absence of unified criteria further leads to low autonomy. Özel’s work, for instance, involves experimenting
with various 3D modeling software and photogrammetry, indicating low autonomy and hindering further development
in architectural design towards [138].
5 RESEARCH AGENDAS
In the previous sections, we explored the urgent need for HCI and DL-assisted methods in generated virtual architecture.
We thoroughly examine the literature and elucidate four key focuses, as mentioned in Section 2.3. These key focuses
serve as the foundation for our research agendas, formulated from a perspective of high-level questions (Fig. 9). Our
investigation of current literature and works also reflects on these questions. Therefore, we advocate the following
research agendas to promote research in this area.
Manuscript submitted to ACM
A Survey on Deep Learning for Design and Generation of Virtual Architecture 23
5.1 Agency Between Designer and Machine in Data Processing and Training
Agency between humans and machines emerges as a significant feature in AI-assisted design and designer-AI collab-
oration. On the one hand, a human-driven agency faces challenges due to low-resolution and incomplete datasets,
requiring human intervention [163]. On the other hand, an AI-driven agency raises concerns about intellectual property
issues but offering higher efficiency [60]. Our analysis of the survey identifies two main barriers to achieving a balance
between human and AI agencies: flexible datasets and human-assisted machine learning.
Flexible and comprehensive datasets are crucial for achieving balanced agency, supporting various design purposes
with precision and semantic information. However, limitations in dataset availability pose significant challenges in both
industries and academia. As noted by Regenwetter et al., three main issues result in this challenge: lack of available 3D
datasets, insufficient data size, and data sparsity and bias [149]. The limited availability of 3D building datasets restricts
massive computation in 3D solid generation, hindering designers’ ability to find appropriate datasets. Correspondingly,
our review expounds that only a few studies contributed to the 3D building dataset (N=3). While datasets like Point-E
and GET3D show promise in improving efficiency and reducing designer labor, architectural work highlights the
complexity of preprocessing datasets to suit various building scales and design purposes.
In addition to addressing dataset limitations, human-assisted deep learning could be a viable solution in design
work, including training (e.g., semantic analysis [72, 158, 193]) and regulation (e.g., post-processing tasks [83]). For
example, Liu et al. regulated AI’s behavior for screening target outputs with manual labels based on certain architectural
criteria of 3D form configurations from a generative script [106]. Our analysis of the survey reveals that human-assisted
machine learning is an emerging and underexplored method, with few studies focusing on this area (N=4). It holds
significant potential for specialized design and production pipelines in DL-generated architecture, such as building
semantic interpretation and regulating design criteria. Accordingly, some researchers question whether future designers
working with training data in established deep learning workflows may spend more time than on result output [158].
Additionally, data customization could offer a solution by tailoring datasets to specific formats, precision, and sizes
for multiple design purposes, requiring collaboration among enterprises, managers, platforms, and users. Therefore,
further research on agency between generation and design requires close collaboration with technicians, designers, and
producers through human-assisted machine learning.
Editability. Editability is the other key to communication, relying on timely feedback and adjustments to model 3D
objects. Similarly, there is a big gap in development progress between the generation technique and design fields. Prior
work has demonstrated editing autonomy in 3D shape generation techniques available to users. For example, Liu et
al. proposed a user-centric 3D shape generative method by drawing a target model as 3D voxel grids [107]. While a
few works demonstrate some indirect approaches to editing 3D models with implicit representations [41, 65, 75, 197].
According to our survey, although none of the architectural works mainly contribute to editing in 3D generation, one
indicated a potential for variability in 3D form. This work generates infinite continuous forms by interpolating 3D
features among multiple wireframe representations with compact implicit functions [114]. Through this interpolation
with implicit representations, we could envision a broad use for virtual architecture in supporting itself with real-time
dynamic morphology. Thus, the editability potential of implicit representation incorporating building form launches
the future agenda for deep learning virtual architecture design.
In contrast to 3D shape generation, 3D-aware image synthesis precludes direct user manipulation in 3D space and
requires latent vector editing to control the composition, shape, and appearance. These latent vectors model all other
variables that are not captured by physical factors while being able to control small changes in the scene, such as lighting
and coloring [182]. Furthermore, several approaches allow additional inputs to alter the editing of the scene, such as
textual descriptions, semantic labels [52, 77, 109], images [153], and parameter controls. Therefore, this approach could
be the complementary editing layer to deep learning-assisted design. For instance, 3D representation from a user end in
a UI panel can be controlled according to architecture settings. Therefore, this editability is one of the key agendas for
the rapid popularity of virtual architecture with AIGC-driven 3D designs.
5.3 Enhancing User Consideration with Diversity and Collectives under Designer-AI Collaboration
Designs involving multiple users necessitate inclusivity by incorporating usage affordances and considering wide
needs for virtual architecture since the virtual environment pertains to shared environments for collectives and
individuals from diverse backgrounds and cultures through converging and engaging, leading to highly multi-social
experiences [13, 81]. Accordingly, we identify two focal conflicts regarding this agenda: the balance between collective
and individual, as well as culture and efficiency.
Efficiency and Diversity. Deep learning enables the rapid creation of large-scale architectural environments but often
lacks diversity in catering to multiple users and their objectives. Conversely, diverse buildings may exhibit non-uniform
quality criteria, such as inconsistencies between manually and automatically generated structures [86, 185]. Regarding
this, spatial accuracy and level of detail are significant criteria for such virtual building quality [185], including scale,
size, granularity, and simulation fidelity [47]. Additionally, diversity also leads to a high cost of human resources [185].
Reliable solutions entail unified pipelines and highly automated computing or provide user-friendly toolkits with
standardized governance by platforms. For example, Tencent AI Lab proposed a high-automated solution for generating
3D virtual scenes with a unified pipeline consisting of various modules, supporting layman with industry produc-
tion [97] 16 . Similarly, Mozilla Hubs’ Spoke offers a robust toolkit for 3D scene editing catering to a wide range of
users.
Individuals and Collectives. A significant challenge arises from the conflict between individual-centric ideologies of
new liberalism and the collective nature of the virtual environment [124]. While the exhibiting of ownership, identity,
and recommended content prominence the precise value of an individual in expansive virtual spaces under new
16 Source: https://gdcvault.com/play/1028921/Recorded-AI-Enhanced-Procedural-City
Manuscript submitted to ACM
A Survey on Deep Learning for Design and Generation of Virtual Architecture 25
liberalism [124]. Within this dynamic environment, we are increasingly accused of proliferating products manifesting
our unique identities and personal needs [124]. This situation leads to an urgent rethinking of the collaboration with
virtual worlds regarding the relationship between collectivism and individualism.
One potential solution is public participation in the design process. Designers have conducted participatory design
experiments positively, addressing multifaceted problems and designing for minority groups. Participatory design
allows non-professionals to make design decisions collaboratively alongside professional designers. The emergence of
creative collectives in architecture underscores the importance of trends in public participation [50]. However, our
analysis of the survey found no research on participatory concerns for 3D generation or DL-assisted architectural design.
In contrast, there has been a significant achievement in participation topics within designer-AI collaboration [167].
Therefore, we urge designers and researchers to emphasize the public participatory potential for virtual building by
referencing existing research.
5.4 Designing Adaptive Tool by Integrating Multiple Tools with Multimodal User Input and Output
Integrating tools results in wide access with a user-friendly interface towards rich user-created content in the future
metaverse. Although this vision has been underscored in the virtual environment industry, the adaptive tool for
diverse users to design fields is unseasoned. The reason behind this agenda is the lack of applications that integrate
multimodality and consider user experience.
Multimodality. As aforementioned, the previous tremendous progress in DL-assisted architectural design has been
built upon "visual" representation with the generative image since "visual" modality as design essential directly links
design purpose and output representation [163]. Natural language has also been pivotal in multimodality for design. As
Markus emphasized, "language is at the core of making, using, and understanding buildings" [51]. Correspondingly, our
analysis of the survey underpins future trends from the latest boom in text-to-3D and 2D-to-3D approaches in the 3D
generation field. However, very few architectural designs concentrate on this method due to its novelty. Compared
to the industry, huge success has been applied to user-end industrial tools, such as Midjouney and DALLE2, which
have wide access to diverse designers with various purposes and alter the design workflows. Given this sense, the
other modality combined with visuals could boost emerging designs from tool and technical perspectives, especially for
virtual architecture from 3D generation. Therefore, bridging visuals and language with 3D form as one research agenda
could reform architectural design, particularly in a virtual environment.
Integrating Tool. User-friendly tools would also inspire broadened usage, facilitating designers’ work. In this regard,
we anchored significant positions to illuminate this agenda from the industry-research gap and the technique-application
gap according to the analysis of our surveyed paper. Firstly, current architectural work still focuses on architectural
forms and innovative design methods connecting designers and techniques. According to our analysis of the survey, only
one research developed integrated tools for architectural design generation (N=1). Secondly, most research in CV fields
contributes novel algorithms and frameworks, ignoring further utilizing technique innovation in the design application.
Yet integrating tools is crucial to bridge industries, and research facilitates future virtual architecture development.
Our investigation provides such a critical lens for understanding the gap between architecture and such models to
further utilize such generative models for virtual architectural design, including Dreamfusion3D [145], Point-E [130],
and Get3D [53]. Therefore, we appeal to interdisciplinary research to conduct these untilled topics to bridge the gap
between the two fields to follow the industry’s advanced progress, especially for HCI and design researchers.
5.5.1 Designing User-Centric Adaptive Virtual Buildings. Recent advancements in wearable technology incorporating
sensors and actuators have significantly enhanced the study of virtual spaces within a design framework [17, 46]. Virtual
architecture research has positively conducted interaction with the virtual environment by collecting user bio-signal
data [43, 70, 122, 128, 142, 161]. This trend embodies that feedback and interaction between the built environment and
humans are crucial for creating livable and adaptive virtual environments. Two significant opportunities for future
exploration emerge within this context: Firstly, integrating emotional computing systems into 3D generation approaches
is crucial for designing emotionally resonant spaces [70]. For example, Sheehan et al. demonstrated the simulation of
atmospheric qualities in VR to explore space and directionality, using thermal perception as feedback [161]. Secondly,
utilizing real-time data captured by ubiquitous computing and wearable devices allows for personalized and responsive
user interactions in virtual environments [64, 190]. For instance, Tosello creatively translated physiological data in the
presence of virtual scenarios, including thoughts and emotions, into digital space [173]. This approach facilitates the
creation of interactive virtual architectures that dynamically adapt to user behavior and preferences in real-time, thus
expanding the scope of research in responsive design. For instance, users could customize virtual buildings in real-time
by adjusting parameters and weights in generative models based on ubiquitous data collected from wearable devices.
Therefore, we envision the future of virtual architecture to be centered on interactive, self-responsive forms generated
by deep learning approaches.
5.5.2 Engaging Users in Governance and Content Generation: A Role Shift as Consumers. Virtual buildings, serving as 3D
digital resources of content and space, play a pivotal role in fostering the content ecosystem in the virtual environment,
which involves consumers, creators, and platforms. In a recent study, Ding et al. demonstrated an innovative approach
to user-personalized architectural design in virtual space, utilizing a user-friendly tool for designer-AI collaboration [44].
This tool showcases an interface and features tailored for creating virtual architecture, aiming to ensure accessibility
and ease of use. Tools featuring user-friendly interfaces and customization options can empower consumers to assume
governance and content-generation roles. Therefore, we believe multiple approaches enabling user engagement in
various roles represent the prevailing trend within the virtual environment context.
5.5.3 Generating Innovative Virtual Forms and Dynamic Morphology with Social Sustainability. Deep learning is pro-
pelling virtual architecture towards innovative forms shaped by algorithmic principles, surpassing conventional visual
geometries. The algorithmic form encapsulates the relationship between computational processes and the resulting
object characteristics [25, 26]. For instance, recent research has proliferated in aesthetics assessment [85, 154, 172],
regarding visual character [170], and visual sense [178]. In this context, an increasing number of social algorithm
proposals integrate social factors like environmental and social sustainability into deep learning frameworks. For
instance, Koh et al. employed 3D GANs to design a series of housing buildings ensuring sustainable economic balance
and social resident privacy [93]. Moreover, the instantaneous feedback loop in environmentally intelligent virtual
architecture aids its management and governance, streamlining activities like building reviews and further adaptation.
This responsive capability fosters a collaborative environment.
Manuscript submitted to ACM
A Survey on Deep Learning for Design and Generation of Virtual Architecture 27
5.5.4 Ethical implications of AI-generated architecture. In an era of increased collaboration with AI, it is essential to
examine the ethical implications of originality and authorship, the morality of machine creation, and human rights
within a pervasive data environment. In this context, user privacy and authorship are of utmost importance.
Designers must work closely with AI experts and developers to ensure data privacy, including confidentiality,
integrity, and availability. As designers become more involved in AI procedures such as deployment, training, and
decision-making as the party of developers, they have a responsibility to raise awareness and take action to protect
data privacy [58].
AI-generated content in virtual digital environments presents significant challenges related to authorship, ownership,
and copyright within a complex content ecosystem due to zero-cost reproduction and machine intelligence [174]. For
example, original creations can be utilized by AI models to produce suspected pirated content without informing
the authors. While the industry offers solutions such as uploading creations with copyright-level options, challenges
persist regarding evaluation and feasibility, particularly in specific areas [174]. Specifically, the reuse of creations should
involve informing the author and obtaining permission. The benefits of distribution or authorship should be considered,
especially when users may serve in multiple roles, including potential creators, re-creators, distributors, and regulators.
Therefore, designers with a robust understanding of the field and a commitment to authorship play a crucial role in
establishing specific criteria to regulate the generation approaches of AI-generated architecture.
6 CONCLUSION
In this survey, we explore various approaches deep neural networks utilize to generate virtual architectures au-
tonomously. Our investigation spans three main domains: architectural design, 3D generation techniques, and virtual
environments for designer-AI collaboration. Through an in-depth literature analysis, we focus on four key aspects:
datasets, multimodality, design intuition, and generative frameworks. We aim to bridge the current research gap from
an interdisciplinary perspective.
Our survey highlights the lack of systematic research, particularly concerning the virtual dimensionality of architec-
ture and the collaborative design aspects of human-AI interaction. We advocate for comprehensive and interdisciplinary
research efforts encompassing various themes such as agency, communication, user considerations, tool integration,
and the involvement of diverse stakeholders, including technical developers, HCI researchers, architects, and virtual
environment practitioners.
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APPENDIX
A SUPPLEMENTARY MATERIAL (E-PUB ONLY)
This material is supplementary and should be included in the electronic version only.
Table 1. Overview of the mission and scope of virtual architecture, focusing on five key aspects: spatial forms, user presence,
socialization, interaction, and interoperability and scalability.
Discipline Description
Spatial forms Incorporating diverse forms in terms of function, style, and purpose to ensure efficient production to achieve large-scale
outcomes.
User presence, Ensuring self-presence with a pleasant, understandable user experience, considering human perception (e.g., comfort, safety),
experience behavioral demands (e.g., navigation, gathering activities), and environmental factors (e.g., lighting, sounds, atmosphere) in
immersive environments.
Socialization, Supporting diverse and multiple social interactions, including activities, engagements, and goals for live, entertainment,
engagement and work. Providing collaboration opportunities with integrated tools for editing, altering, and customizing tasks.
Interactive el- Designing flexible, dynamic, and real-time interactive human-centric buildings by utilizing ubiquitous data from environ-
ements mental intelligence, such as responsive or interactive building elements.
Interoperability, Building interoperability and scalability across multiple platforms focusing on data security, user privacy, and resource
scalability management for sustainability.
Table 2. This article elucidates four key focuses derived from the research questions reviewed for deep learning-assisted architectural
design papers: datasets, multimodality, design intuition, and generative models (depicted as four columns on the right). A selection of
the reviewed papers is provided in the table as a reference.
Table 3. An overview of 3D generative approaches for shape generation, each allowing the creation of editable models for explicit
representations.
Table 4. An overview of 3D generative approaches of 3D-aware image synthesis. ‘Single/multiple’ represents the result generated by
a single image adopting a sample of single-view or multiple images adopting multiple-view images. ‘Geometry’ indicates whether
this method allows the export to mesh. ‘Editability’ refers to the ability to directly manipulate or modify the synthesized output,
such as adding or removing objects or adjusting their properties. ‘Controllability’ refers to the ability to adjust variables during the
generation process, such as camera pose, object position, and lighting.
Table 5. The related works in architecture are classified into three categories: 2D to 3D transposition, 3D solid generation, and
text-based 3D form generation. The ‘Category’ column denotes the generation approaches: ‘2D to 3D’ refers to generating 3D forms
from 2D images; ‘3D Solid’ involves directly generating 3D forms using DGMs such as GANs, VAEs, 3D-aware image synthesis, and
diffusion models; ‘Text-3D Solid’ indicates that the 3D form generation process incorporates text input to control the output. The
‘Objective’ column describes the research directions and goals. The ‘Methodology’ column outlines the proposed workflow for the
generation process. ‘3D Representation’ indicates the formats of the generated data, including point cloud, voxel grid, and mesh.
‘Generative Model’ specifies the type of deep generative model used in each work.