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3AMIGAS - Paper3: RM Smelik
 

3AMIGAS - Paper3: RM Smelik

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Presentation at the 3AMIGAS workshop

Presentation at the 3AMIGAS workshop

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    3AMIGAS - Paper3: RM Smelik 3AMIGAS - Paper3: RM Smelik Presentation Transcript

    • A Survey of Procedural Methods for Terrain Modelling Ruben Smelik Klaas Jan de Kraker Saskia Groenewegen Tim Tutenel Rafael Bidarra
    • Motivation for Automated Terrain Modelling • Game worlds are increasing in size, detail and visual realism • Manual design requires effort, time, 3D modelling skills, money, etc. Wolfenstein 3D (id, 1992) Crysis (Crytek, 2007) 2 Amsterdam,Tuesday, June 16 2009
    • Procedural content generation • Content generation procedures based on rules, random numbers, etc. • Also know as data amplification algorithms: • Few parameters => large amount of content • Common techniques: • Fractals • Rewriting systems • Simulations • Advantages: • Saves effort / time / money • Variation through randomness • Storage 3 Amsterdam,Tuesday, June 16 2009
    • Current limitations • Too random, user has no real control over outcome • Trial and error • In-depth knowledge and experimentation required • Unintuitive parameters, e.g. “persistence” • Methods have not (yet) been integrated properly 4 Amsterdam,Tuesday, June 16 2009
    • Topics in Procedural Terrain Modelling 1. Earth (height-maps, eroded landscapes) 2. Water (oceans, rivers and lakes) 3. Vegetation (plant models, distribution) 4. Road (networks) 5. Urban (buildings, facades) 5 Amsterdam,Tuesday, June 16 2009
    • Earth - Height-map Generation • Subdivision Miller, G. S. P. (1986) The Definition and Rendering of Terrain Maps. • Fractal Brownian Motion (using Perlin Noise) Musgrave, F. K. (1993) 6 Methods for Realistic Landscape Imaging. Amsterdam,Tuesday, June 16 2009
    • Earth - Erosion Simulation • Thermal erosion Benes, B. and Forsbach, R. (2001) Layered Data Representation for Visual Simulation of Terrain Erosion. • Fluvial erosion Anh, N. H., Sourin, A., and Aswani, P. (2007) Physically based Hydraulic Erosion Simulation on Graphics Processing Unit. 7 Amsterdam,Tuesday, June 16 2009
    • Earth - Commercial Tools TerraGen (Planetside Software) 8 Amsterdam,Tuesday, June 16 2009
    • Water - Rivers, Oceans and Lakes Belhadj, F. and Audibert, P. (2005) Modeling Landscapes with Ridges and Rivers: Bottom Up Approach. 9 Amsterdam,Tuesday, June 16 2009
    • Vegetation - Plant Models • L-Systems (symbolic rewriting grammar) Měch, R., Prusinkiewicz, P. (1994). Visual models of plants interacting with their environment. 10 Amsterdam,Tuesday, June 16 2009
    • Vegetation - Distribution Simulation Realistic distribution of plants based on an ecosystem model Deussen, O., Hanrahan, P., Lintermann, B., Měch, R., Pharr, M., and Prusinkiewicz, P. (1998). Realistic Modeling and Rendering of Plant Ecosystems. 11 Amsterdam,Tuesday, June 16 2009
    • Vegetation - Commercial tools SpeedTree (IDV, inc.) XFrog (Greenworks) 12 Amsterdam,Tuesday, June 16 2009
    • Road - Network Patterns Sun, J., Yu, X., Baciu, G., and Green, M. (2002). Template-based Generation of Road Networks for Virtual City Modeling. 13 Amsterdam,Tuesday, June 16 2009
    • Road - Network Generation • L-Systems with validity checks, slope constraints and population- oriented rules Parish, Y. I. H. and Müller, P. (2001). Procedural Modeling of Cities. 14 Amsterdam,Tuesday, June 16 2009
    • Urban - Building Grammars • Split and Shape grammars Müller, P., Wonka, P., Haegler, S., Ulmer, A., and Gool, L. V. (2006) Wonka, P., Wimmer, M., Sillion, F., and Ribarsky, W. (2003) Procedural Modeling of Buildings. Instant Architecture. 15 Amsterdam,Tuesday, June 16 2009
    • Urban - Commercial Tools “Random” roads and city Virtual Pompei 16 CityEngine (Procedural, inc.) Amsterdam,Tuesday, June 16 2009
    • Integrated Procedural Terrain Modelling 17 Amsterdam,Tuesday, June 16 2009
    • Current Results 18 Amsterdam,Tuesday, June 16 2009
    • Conclusions • Procedural modelling is an active research area with many developments • Focus shifts from height-map generation to urban environments • Research directions: • Performance • GPU programming • More detailed urban environments • E.g. building interiors • Integrated frameworks with intuitive controls 19 Amsterdam,Tuesday, June 16 2009