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Procedural Architecture Using Deformation-aware Split Grammars

Zmugg, René and Thaller, Wolfgang and Krispel, Ulrich and Edelsbrunner, Johannes and Havemann, Sven and Fellner, Dieter W. (2014):
Procedural Architecture Using Deformation-aware Split Grammars.
In: The Visual Computer, 30 (9), pp. 1009-1019Publishedonline. DOI: 10.1007/s00371-013-0912-3,
[Article]

Abstract

With the current state of video games growing in scale, manual content creation may no longer be feasible in the future. Split grammars are a promising technology for large-scale procedural generation of urban structures, which are very common in video games. Buildings with curved parts, however, can currently only be approximated by static pre-modelled assets, and rules apply only to planar surface parts. We present an extension to split grammar systems that allow the creation of curved architecture through integration of free-form deformations at any level in a grammar. Further split rules can then proceed in two different ways. They can either adapt to these deformations so that repetitions can adjust to more or less space, while maintaining length constraints, or they can split the deformed geometry with straight planes to introduce straight structures on deformed geometry.

Item Type: Article
Erschienen: 2014
Creators: Zmugg, René and Thaller, Wolfgang and Krispel, Ulrich and Edelsbrunner, Johannes and Havemann, Sven and Fellner, Dieter W.
Title: Procedural Architecture Using Deformation-aware Split Grammars
Language: English
Abstract:

With the current state of video games growing in scale, manual content creation may no longer be feasible in the future. Split grammars are a promising technology for large-scale procedural generation of urban structures, which are very common in video games. Buildings with curved parts, however, can currently only be approximated by static pre-modelled assets, and rules apply only to planar surface parts. We present an extension to split grammar systems that allow the creation of curved architecture through integration of free-form deformations at any level in a grammar. Further split rules can then proceed in two different ways. They can either adapt to these deformations so that repetitions can adjust to more or less space, while maintaining length constraints, or they can split the deformed geometry with straight planes to introduce straight structures on deformed geometry.

Journal or Publication Title: The Visual Computer
Journal volume: 30
Number: 9
Uncontrolled Keywords: Business Field: Virtual engineering, Forschungsgruppe Semantic Models, Immersive Systems (SMIS), Architectural models, Shape grammars, Freeform deformation (FFD)
Divisions: 20 Department of Computer Science
20 Department of Computer Science > Interactive Graphics Systems
Date Deposited: 12 Nov 2018 11:16
DOI: 10.1007/s00371-013-0912-3
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