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Procedural modeling
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ProceduralUrbanModelingGustavoPatow
ProceduralModelingrepresentsafamilyoftechniquesthatgenerategeometry
fromasetofrules.Thistopic,partofComputerGraphics,waspopularinthe‘90s
whenitwasappliedtomodelingplants[3],textures[4]andevenvirtualcreatures[5].Withafewexceptions,thewholetopicwasalmostabandoneduntilthe
publicationoftheseminalpapersbyParishandMüller[1],aboutproceduralcities;andbyMüllerandcoworkers[2],aboutthegenerationofbuildings.
Inthefirstpaper,ParishandMüller[1]developedatechniquetogeneratesyntheticcitymodelsfromaminimalsetofrules,followingtechniquesinspiredby
earlierplantgrowingalgorithms—streetsgrowoutofseedpointsonpreviously
createdstreets.Suchsetofrulesincludedglobalcontrolparametersandsomecontext-sensitiverulestogeneratestreetintersectionsduringthegrowthprocess,
resultedinrealistic-lookingstreetpatterns(e.g.,radial,grid,organic).Buildingswerecreatedsimilarly,buttheirfinallookwastoosimplisticforprofessional
cinemaorvideogameproductions.
Later,Mülleretal.[2]presentedaproceduralframeworkthattranslatedatext-
basedsetofrulesintoa3Dbuilding.Intheirsystemtherulesareinterpretedand
executedonebyone:subdivideafaçadeinfloors,subdivideeachfloorinspacesforthewindows,insertthewindowassets,etc.Theirresultsshowedasetofhigh-
qualitybuildingsthatwereimpossibletomakewithprevioustechniques.
Thepublicationofthesepapershadasignificantimpactinboththeacademicand
theindustrialcommunities.Researchpapersonproceduralmodelingtechniquesingeneral,andurbanmodelsinparticular,haveflourishedinthelastyears;every
majorconferencenowregularlyincludesatrackonproceduralmodeling,andseveralhigh-impactjournalshaveperiodicspecialissuesonthetopic.Automatic
citygenerationtechniqueshavelargelyaffectedcommercialproductionpipelines,
replacingcountlessman-hoursofcumbersomeanderror-pronemanualworkbyhigh-profilerulesettweaking.TheintroductionoftheCityEnginecommercial
softwarepackage(producedbyacompanyfoundedbyPascalMüller,oneofthe
authorsoftheinitialpapers)furtherboostedtheintroductionofthesetechniquesintomodernpipelines.TheblockbustermovieCars2fromtheDisney-Pixar
factory,aswellasmanyAAAcomputergames(thebest-sellersinthegamingindustry),areclearexamplesofthedeepimpactthatthesetechniqueshadonthe
fieldatlarge.
[1]Y.Parish,P.Müller.2001.ProceduralModelingofCities.SIGGRAPH'01:
Proceedingsofthe28thannualconferenceonComputergraphicsandinteractivetechniques,ACM,2001.Pages301-308.
[2]P.Müller,P.Wonka,S.Haegler,A.UlmerandL.VanGool.2006.Procedural
ModelingofBuildings.InProceedingsofACMSIGGRAPH2006/ACMTransactionsonGraphics(TOG),ACMPress,Vol.25,No.3,pages614-623.
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[3]P.PrusinkiewiczandA.Lindenmayer,Thealgorithmicbeautyofplants,
Springer-VerlagNewYork,Inc.NewYork,NY,USA,1996,ISBN:0-387-94676-4.Freelyavailablefromhttp://algorithmicbotany.org/papers/#abop
[4]D.Ebert,K.Musgrave,P.Peachey,K.Perlin,andS.Worley,Texturingand
Modeling:AProceduralApproach,APProfessional,September,1994.ISBN0-
12-228760-6[5]K.Sims,EvolvingVirtualCreatures,ComputerGraphics(Siggraph'94
Proceedings),July1994,pp.15-22.Availablefromhttp://www.karlsims.com/papers/siggraph94.pdf