Procedural modeling

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ProceduralUrbanModeling GustavoPatow [email protected] ProceduralMo delingrepresentsafa milyoftechniquesth atgenerategeometry fromasetofrule s.Thistopic,partofComputerGraphics,wa spopularinthe‘90 s whenitwasappliedto modelingplants[3], textures[4]andeve nvirtualcreature s [5].Withafewexcept ions,thewholeto picwasalmostabando neduntilthe publicationofthese minalpapersbyParisha ndMüller[1],a boutprocedura lcities; andbyMüllerand coworkers[2],abo utthegenerat ionofbuildings. Inthefirstpaper,P arishandMüller [1]developeda techniquetogenera te syntheticcitymodelsfromaminimalsetofrules, followingtechnique sinspiredby earlierplantgrowingalgorithms—street sgrowoutofseed pointsonpreviously createdstreets.Such setofrulesinclude dglobalcontrolpa rametersandsome context-sensitiverulestoge neratestreetinter sectionsduringthegrowthprocess, resultedinrealistic-loo kingstreetpatterns(e. g.,radial,grid,organ ic).Buildings werecreatedsimilar ly,buttheirfinallo okwastoosimplisticforpr ofessional cinemaorvideogameproductions. Later,Müllere tal.[2]presented aproceduralfr ameworkthattranslatedatext- basedsetofrule sintoa3Dbuilding.Inth eirsystemtherulesa reinterpreteda nd executedonebyo ne:subdivideafaçade infloors,subdivideea chfloorinspaces forthewindows,insertthewindowassets, etc.Theirresultssho wedasetofhigh - qualitybuildingsthatwe reimpossibletomake withprevioustechn iques. Thepublicationofth esepapershada significantimpactinboththea cademicand theindustrialcommu nities.Researchpape rsonprocedural modelingtechniques ingeneral,andurba nmodelsinparticular ,haveflourishe dinthelastyears;eve ry majorconferenceno wregularlyinclud esatrackonprocedu ralmodeling,and severalhigh-impactjou rnalshaveperiod icspecialissuesonthetopic.Automatic citygenerationtechnique shavelargelyaf fectedcommercialpr oductionpipelines, replacingcountlessman-h oursofcumberso meanderror-pro nemanualworkb y high-profilerulese ttweaking.Theintro ductionoftheCityEngine commercial softwarepackage( producedbyacomp anyfoundedbyPa scalMüller,one ofthe authorsofthe initialpapers)furth erboostedthe introductionofth esetechniques intomodernpipelines. Theblockbustermo vieCars2fromtheD isney-Pixar factory,aswellasma nyAAAcomputergames(thebest-sellersinth egaming industry),arecleare xamplesofthed eepimpactthatthe setechniqueshado nthe fieldatlarge. [1]Y.Parish,P.ller.2001.Pro ceduralMode lingofCities.SIGGRAPH'0 1: Proceedingsofthe 28thannualco nferenceonCompu tergraphicsand interactivetechnique s,ACM,2001.Page s301-308. [2]P.Müller,P .Wonka,S.Haegler ,A.UlmerandL.VanGool.2006.Procedural ModelingofBuild ings.InProceedingsofA CMSIGGRAPH2006 /ACM TransactionsonGraphics(TOG),ACMPress,Vol. 25,No.3,pages61 4-623.

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ProceduralUrbanModelingGustavoPatow

[email protected]

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