The architectonic-style likelihood principle for procedural development of Cultural Heritage Virtual Worlds ELIOS Lab F. Bellotti , R. Berta, S. Cardona, A. De Gloria ELIOS Lab DIBE – University of Genoa
3D urban areas
3D reconstruction of a urban area for educational cultural Virtual Worlds (VWs) or Serious Games (SGs)
A trade-off between the 3D model’s realism and weight
The modeler provides for each floor probabilistic data about elements distribution and textures for each elements
Higher level parameters include the height of the building, the number of floors, the type of roofs, etc.
Number and height of floor types
Ground, first, under roof, other floors
Type and relevant density of shops, windows and doors
Type and relevant density of windows, balconies, arches, quoins, plaster. Different statistics for the different types of floors: first, under roof and others.
Height, ridge, gutter, mansard, etc.
For each parameter, the modeler specifies its possible values with the relevant frequency. Frequencies sum up to 1.
The relevant ortho-rectified pictures are to be provided for each value of each item (e.g. type of windows, balconies, etc.) in order for the algorithm to assembly instances of facades based on the statistical description of the architectonic components.
The ASA Builder tool is the visual editing tool that implements the ASA algorithm for procedural construction of 3D models
A tool chain
1- Template Creator
Provide pictures and frequencies for each architectonic feature
Output: an XML file with all these data
2- Façade Builder
Generates the 3D models for all the buildings in the ASA area. Every building is textured with a texture synthetically generated on the basis of the Template Creator statistical description