This paper mainly proposes a city layout method based on the L-System method generated for an ancient Chinese cities. This method is improved by adding local constraints improvements, adding a symmetric factor, and in...
详细信息
This paper mainly proposes a city layout method based on the L-System method generated for an ancient Chinese cities. This method is improved by adding local constraints improvements, adding a symmetric factor, and introducing a distance constraint to guide the layout generation, so that the improved SE L-System can generate a symmetric urban layout and the degree of symmetry of the city can be globally controlled by the user. A building level control function is proposed to realize the mapping from building location to building level and then to specific building parameters. Based on the parameters, ancient building complexes with different appearances and layouts that conform to the layout rules of ancient Chinese cities can be generated. Buildings are generated based on the L-System, and trees are generated at arbitrary positions according to the probability density of generated trees determined by the building density. Based on the convex hull and intersection of rays, the city walls and watch tower of the ancient city are generated, and the procedural modeling generation of a complete ancient Chinese city is realized. The experimental results show that the square and symmetrical structure of the ancient city layout generated by SE L-System is closer to a real ancient Chinese city layout.
The rapid and flexible design of natural environments is an important yet challenging task in graphics simulation, virtual reality, and video game productions. This is particularly difficult for natural river modeling...
详细信息
The rapid and flexible design of natural environments is an important yet challenging task in graphics simulation, virtual reality, and video game productions. This is particularly difficult for natural river modeling due to its complex topology, geometric diversity, and its natural interaction with the complicated terrain. In this paper, we introduce an integrated method for example-based procedural modeling to overcome such difficulties. First, we propose a compact parametric model to represent the certain river, which inherits typical features of natural rivers such as tributary, distributary, tortuosity, possible lakes adjacent to the river. Then, we demonstrate our method for generating 3D river scene solely based on the parametric model. However, choosing appropriate parameters is a tedious undertaking in practice. To further enhance our method's functionality, we rely upon a natural river image to extract meaningful parameters toward the rapid procedural production of the new river scene. Finally, we design a new method to compare two river scenes and iteratively optimize the river network by using the simulated annealing technique. Our method can produce natural river scenes from an example river network and single terrain image with little interaction, and the synthesized scene is visually consistent with the input example in terms of feature similarity. We also demonstrate that our procedural modeling approach is highly automatic toward rapid scene production through various graphics examples.
We propose a method for procedural modeling and animation of cartoon water effects such as water caustics,foamy wake,and longshore *** our method we emulate the visual abstraction of these cartoon effects by the use o...
详细信息
We propose a method for procedural modeling and animation of cartoon water effects such as water caustics,foamy wake,and longshore *** our method we emulate the visual abstraction of these cartoon effects by the use of Voronoi diagrams and the motion abstraction by designing relevant controlling mechanisms corresponding to each *** system enables the creation of cartoon effects withminimal intervention from the *** high-level initial specification,the effects are animated procedurally in the style of hand-drawn cartoons.
Decorative plants require skillful pruning by gardeners. However, conventional plant modeling techniques have focused only on the biological growth rules of wild plants and do not yet consider artificial care. In this...
详细信息
Decorative plants require skillful pruning by gardeners. However, conventional plant modeling techniques have focused only on the biological growth rules of wild plants and do not yet consider artificial care. In this study, an interactive system was developed for modeling the branching structure of artificially cultivated plants, particularly shrub roses. The structural parameters are designed to reflect the intentions of gardeners and differences between rose varieties. The proposed graphical controllers enable users to intuitively manipulate the tree shape, considering biological growth rules and artificial pruning. The proposed system can be used to efficiently generate the ideal shape and appearance of several types of shrub roses during the blooming season.
Creation of procedural 3D building models can significantly reduce the costs of modeling, since it allows for generating a variety of similar shapes from one procedural description. The common field of application for...
详细信息
Creation of procedural 3D building models can significantly reduce the costs of modeling, since it allows for generating a variety of similar shapes from one procedural description. The common field of application for procedural modeling is modeling of straight building facades, which are very well suited for shape grammars a special kind of procedural modeling system. In order to generate round building geometry, we present a way to set up different coordinate systems in shape grammars. Besides Cartesian, these are primarily cylindrical and spherical coordinate systems for generation of structures such as towers or domes, that can procedurally adapt to different dimensions and parameters. The users can apply common splitting idioms from shape grammars in their familiar way for creating round instead of straight geometry. The second enhancement we propose is to provide a way for users to give high level inputs that are used to automatically arrange and adapt parts of the models. (C) 2017 Elsevier Ltd. All rights reserved.
In this research, we propose a novel method for automated simulation of the characteristics of a group of architectural buildings that share similar typological features. The procedural modeling algorithm for 3D simul...
详细信息
In this research, we propose a novel method for automated simulation of the characteristics of a group of architectural buildings that share similar typological features. The procedural modeling algorithm for 3D simulation is based on shape grammar rules and a mathematical model that combines statistical analysis and fuzzy logic. In this research, we used a group of sacral buildings on the territory of Vojvodina. 3D mass models that are similar to the real world buildings are automatically generated via CGA Shape Grammar programming rules. The results demonstrate that coupling procedural modeling with fuzzy and statistical analysis enables generation of infinite number of buildings representing the typical appearance of an architectural type and their variations, which is a reliable reproduction of characteristics of the real world buildings. We also demonstrate the application of this approach in the simulation of architectural heritage appearance. (C) 2013 Elsevier B.V. All rights reserved.
Digital reconstruction of 3D cityscapes is expensive, time-consuming, and requires significant expertise. We need a 3D modeling approach that streamlines the integration of multiple data types in a time-efficient and ...
详细信息
ISBN:
(纸本)9781509000487
Digital reconstruction of 3D cityscapes is expensive, time-consuming, and requires significant expertise. We need a 3D modeling approach that streamlines the integration of multiple data types in a time-efficient and low-cost manner. procedural modeling-rapid proto-typing of 3D models from a set of rules-offers a potential solution to this problem because it allows scholars to create digital reconstructions that can be quickly updated and used to test and formulate alternative hypotheses that are derived from and linked to underlying archaeological data. While procedural modeling is being used to visualize ancient Roman, Etruscan, and Greek cities, in the Maya region the approach has only been applied to reconstructions of individual buildings and not an entire city. In this paper, we present initial methodological challenges and solutions to procedural modeling of ancient Maya cityscapes using the UNESCO World Heritage Site of Copan, Honduras as a case study.
CGA shape, a novel shape grammar for the procedural modeling of CG architecture, produces building shells with high visual quality and geometric detail. It produces extensive architectural models for computer games an...
详细信息
CGA shape, a novel shape grammar for the procedural modeling of CG architecture, produces building shells with high visual quality and geometric detail. It produces extensive architectural models for computer games and movies, at low cost. Context sensitive shape rules allow the user to specify interactions between the entities of the hierarchical shape descriptions. Selected examples demonstrate solutions to previously unsolved modeling problems, especially to consistent mass modeling with volumetric shapes of arbitrary orientation. CGA shape is shown to efficiently generate massive urban models with unprecedented level of detail, with the virtual rebuilding of the archaeological site of Pompeii as a case in point.
RomeLab is a multidisciplinary working group at UCLA that uses the city of Rome as a laboratory for the exploration of research approaches and dissemination practices centered on the intersection of space and time in ...
详细信息
ISBN:
(纸本)9781629935201
RomeLab is a multidisciplinary working group at UCLA that uses the city of Rome as a laboratory for the exploration of research approaches and dissemination practices centered on the intersection of space and time in antiquity. In this paper we present a multi-platform workflow for the rapid-prototyping of historical cityscapes through the use of geographic information systems, procedural modeling, and interactive game development. Our workflow begins by aggregating archaeological data in a GIS database. Next, 3D building models are generated from the ArcMap shapefiles in Esri CityEngine using procedural modeling techniques. A GIS-based terrain model is also adjusted in CityEngine to fit the building elevations. Finally, the terrain and city models are combined in Unity, a game engine which we used to produce web-based interactive environments which are linked to the GIS data using keyhole markup language (KML). The goal of our workflow is to demonstrate that knowledge generated within a first-person virtual world experience can inform the evaluation of data derived from textual and archaeological sources, and vice versa.
procedural modeling systems allow users to create high quality content through parametric, conditional or stochastic rule sets. While such approaches create an abstraction layer by freeing the user from direct geometr...
详细信息
ISBN:
(纸本)9781450337793
procedural modeling systems allow users to create high quality content through parametric, conditional or stochastic rule sets. While such approaches create an abstraction layer by freeing the user from direct geometry editing, the nonlinear nature and the high number of parameters associated with such design spaces result in arduous modeling experiences for non-expert users. We propose a method to enable intuitive exploration of such high dimensional procedural modeling spaces within a lower dimensional space learned through autoencoder network training. Our method automatically generates a representative training dataset from the procedural modeling rule set based on shape similarity features. We then leverage the samples in this dataset to train an autoencoder neural network, while also structuring the learned lower dimensional space for continuous exploration with respect to shape features. We demonstrate the efficacy our method with user studies where designers create content with more than 10-fold faster speeds using our system compared to the classic procedural modeling interface.
暂无评论