Real-Time 3D City Generation using Shape Grammars with LOD Variations
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 33122
Real-Time 3D City Generation using Shape Grammars with LOD Variations

Authors: Pearl Goswell, Jun Jo

Abstract:

Creating3D environments, including characters and cities, is a significantly time consuming process due to a large amount of workinvolved in designing and modelling.There have been a number of attempts to automatically generate 3D objects employing shape grammars. However it is still too early to apply the mechanism to real problems such as real-time computer games.The purpose of this research is to introduce a time efficient and cost effective method to automatically generatevarious 3D objects for real-time 3D games. This Shape grammar-based real-time City Generation (RCG) model is a conceptual model for generating 3Denvironments in real-time and can be applied to 3D gamesoranimations. The RCG system can generate even a large cityby applying fundamental principles of shape grammars to building elementsin various levels of detailin real-time.

Keywords: real-time city generation, shape grammars, 3D games, 3D modelling.

Digital Object Identifier (DOI): doi.org/10.5281/zenodo.1070065

Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2332

References:


[1] H. H. Chau, X. Chen, A. McKay, and A. D. Pennington, "Evaluation of a 3D Shape Grammar Implementation", In &Gero, J.(Ed.). Paper presented at the Design Computing and Cognition'04, Massachusetts Institute of Technology, USA, pp. 357-376, Jul. 2006.
[2] U. Flemming, "More than the sum of parts: The grammar of Queen Anne houses". Journal of Planning B: Planning and Design, vol. 14, no 3, pp. 323-350, 1987.
[3] T. Knight, Applications in Architectural Design, and Education and Practice, Cambridge, Massachusetts: The MIT Press, 1999.
[4] T. Knight, "Shape Grammars in Education and Practice: History and Prospects", The International Journal of Design Computing, vol. 2, 1999-2000.
[5] H. Koning, and J. Elizenburg, "The Language of the prairie: Frank Lloyd Wright's Prairie Houses", Journal of Environment and Planning B, vol. 8, pp. 295-323, 1981.
[6] T. Ming, "City Generator, GIS driven Genetic Evolution in Urban Simulation", International Conference on Computer Graphics and Interactive Techniques archive SIGGRAPH '09, Louisiana, vol. 62, no 3, pp. 366-377, 2009.
[7] P. Muller, P. Wonka, S. Haegler, A. Ulmer, and L. Gool, "Procedural Modelling of Buildings", Journal of ACM transactions on graphics, vol. 25, no 3, pp. 614-623, 2006.
[8] P. Muller, G. Zeng, P. Wonka, and L. V. Gool, "Image-based Procedural Modelling of Facades", Journal of ACM transactions on graphics, vol. 26, no 3, pp. 85-93, 2007.
[9] A. Rollings, and E. Adams, Andrew Rollings and Ernest Adams on game design. USA, New Riders, 2003.
[10] G. Stiny, "Kindergarten grammars: Designing With Froebel-s Building Gifts", Journal of Environment and Planning B: Planning and Design, vol. 7, pp. 409-462, 1982.
[11] G. Stiny, and J. Gips, "Shape grammars and the generative specification of painting and sculpture" in Proc. the Information Processing71, Amsterdam, North Holland Publishing Co., 1972, pp.1460-1465.
[12] G. Stiny, "Ice-ray: a note on the generation of Chinese lattice designs", Journal of Environment and Planning B: Planning and Design, vol. 4, no 1, pp. 89-98, 1977.
[13] M. Tapia, "A visual Implementation of a Shape grammar system", Journal of Environment and Planning B: Planning and Design, vol. 26, no 2, pp. 59-73, 1999.
[14] S. Tsiptsin, Understanding Maya by, USA, ArtHouse Media, 2007.
[15] B. Watson, P. M├╝ller, O. Veryovka, A. Fuller, P.Wonka, and C. Sexton, "Procedural Urban Modelling in Practice", Journal of IEEE Computer Graphics and Applications, vol. 28, no 3, pp. 18-26, 2008.
[16] J. Gips. "Computer implementation of shape grammars", NSF/MITWorkshop on Shape Computation, 1999.