Stateless generation

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Stateless generation of distributed virtual worlds JIŘÍ DANIHELKA, LUKÁŠ KENCL, JIŘÍ ŽÁRA

Transcript of Stateless generation

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Stateless generation of distributed virtual worlds

JIŘÍ DANIHELKA, LUKÁŠ KENCL, JIŘÍ ŽÁRA

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Stateless Generation of Distributed Virtual Worlds

Motivation Complex 3D virtual world shared on multiple

mobile devices

– the devices cannot store the whole world (the world can be potentially infinite)

– the world is generated on-demand based on view frustum

– we used infinite virtual cities as our main use case

– the mobile devices has to show the same geometry

– the devices has to work even when disconnected

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Stateless Generation of Distributed Virtual Worlds

Paper idea How the problem can be solved

– mobile devices will share the same pseudo-random generator(share the same seed)

– each device will generate the content of its view frustum

– the content is consistent does not depend on previously generated geometry or states of other clients

– can work even offline

– we call our method “Stateless generation”

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Stateless Generation of Distributed Virtual Worlds

Final result

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Stateless Generation of Distributed Virtual Worlds

CityEngine CGA grammars

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Stateless Generation of Distributed Virtual Worlds

Building modeling

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Stateless Generation of Distributed Virtual Worlds

Transforming building to CGA grammer

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Stateless Generation of Distributed Virtual Worlds

City generation pipeline

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Stateless Generation of Distributed Virtual Worlds

Cars 2

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Stateless Generation of Distributed Virtual Worlds

Related work Aliaga, Vanegas, Beneš:

Interactive Example-Based Urban Layout Synthesis

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Stateless Generation of Distributed Virtual Worlds

Related work Aliaga, Vanegas, Beneš:

Interactive Example-Based Urban Layout Synthesis

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Stateless Generation of Distributed Virtual Worlds

Related work Greuter S., Parker J., Stewart N., Leach G.

Real-time procedural generation of pseudo-infinite cities

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Stateless Generation of Distributed Virtual Worlds

Our approach Delaunay triangulation

But can we do this on an infinite grid?

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Our approach Delaunay triangulation - proof

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Street segment interfaces Generated consistently using a hash function Cannot be overlapping

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Stateless Generation of Distributed Virtual Worlds

Stateless generation Creating street nodes

(inspired by ray-tracing sampling)

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Stateless Generation of Distributed Virtual Worlds

Stateless generation Creating possible street segments

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Stateless Generation of Distributed Virtual Worlds

Stateless generation Minimum weight path

Angles can be transformed to edges using the graph’s dual form called “line graph”

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Stateless Generation of Distributed Virtual Worlds

Stateless generation Lot generation

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Stateless Generation of Distributed Virtual Worlds

Stateless generation Variations of street layout

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Stateless Generation of Distributed Virtual Worlds

Measurements Stateless approach is not too demanding

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Stateless Generation of Distributed Virtual Worlds

Measurements Rendering speed on a mobile phone (Lumia 920)

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Stateless Generation of Distributed Virtual Worlds

Examples Big city

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Examples Antic Greece town

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Stateless Generation of Distributed Virtual Worlds

Examples City suburbs

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Conclusions Advantages

– infinite worlds generated on-demand– consistent geometry in case of multiple clients– cities look more natural compared to previous work– can be used for scalable tasks (in cloud)

Drawbacks:– only for static content– path adding algorithm is greedy– currently only one level of streets

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Thank you for attentionJiří Danihelka

[email protected]

Stateless Generation of Distributed Virtual Worlds