39,269 research outputs found

    High-Fidelity Roadway Modeling and Simulation

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    Roads are an essential feature in our daily lives. With the advances in computing technologies, 2D and 3D road models are employed in many applications, such as computer games and virtual environments. Traditional road models were generated by professional artists manually using modeling software tools such as Maya and 3ds Max. This approach requires both highly specialized and sophisticated skills and massive manual labor. Automatic road generation based on procedural modeling can create road models using specially designed computer algorithms or procedures, reducing the tedious manual editing needed for road modeling dramatically. But most existing procedural modeling methods for road generation put emphasis on the visual effects of the generated roads, not the geometrical and architectural fidelity. This limitation seriously restricts the applicability of the generated road models. To address this problem, this paper proposes a high-fidelity roadway generation method that takes into account road design principles practiced by civil engineering professionals, and as a result, the generated roads can support not only general applications such as games and simulations in which roads are used as 3D assets, but also demanding civil engineering applications, which requires accurate geometrical models of roads. The inputs to the proposed method include road specifications, civil engineering road design rules, terrain information, and surrounding environment. Then the proposed method generates in real time 3D roads that have both high visual and geometrical fidelities. This paper discusses in details the procedures that convert 2D roads specified in shape files into 3D roads and civil engineering road design principles. The proposed method can be used in many applications that have stringent requirements on high precision 3D models, such as driving simulations and road design prototyping. Preliminary results demonstrate the effectiveness of the proposed method

    Procedural terrain generation for use in computer games

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    The diploma thesis describes the procedural generation of the terrain, the origin, definition and manipulation of the Perlin noise, and the software that we used - game engine Unity. The optimization of the performance of the project was achieved by reusing parts of the terrain and by reducing the details in the distance. In the diploma thesis we also describe methods we used for each layer of our terrain generation: we generated the terrain by first generating height, moisture and heat maps, and on the basis of the data we generated different ecosystems. The next generation we implemented is the generation of greenery and cities, which includes the generation of roads and buildings. We also present and evaluate the final results of the procedural generation of the terrain. At the end of the diploma thesis we give the instructions for use of our procedural terrain generation in Unity. We describe all the functions and parameters, which can be changed in the user interface of the game engine

    Procedural terrain generation for use in computer games

    Get PDF
    The diploma thesis describes the procedural generation of the terrain, the origin, definition and manipulation of the Perlin noise, and the software that we used - game engine Unity. The optimization of the performance of the project was achieved by reusing parts of the terrain and by reducing the details in the distance. In the diploma thesis we also describe methods we used for each layer of our terrain generation: we generated the terrain by first generating height, moisture and heat maps, and on the basis of the data we generated different ecosystems. The next generation we implemented is the generation of greenery and cities, which includes the generation of roads and buildings. We also present and evaluate the final results of the procedural generation of the terrain. At the end of the diploma thesis we give the instructions for use of our procedural terrain generation in Unity. We describe all the functions and parameters, which can be changed in the user interface of the game engine

    Generative Design in Minecraft (GDMC), Settlement Generation Competition

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    This paper introduces the settlement generation competition for Minecraft, the first part of the Generative Design in Minecraft challenge. The settlement generation competition is about creating Artificial Intelligence (AI) agents that can produce functional, aesthetically appealing and believable settlements adapted to a given Minecraft map - ideally at a level that can compete with human created designs. The aim of the competition is to advance procedural content generation for games, especially in overcoming the challenges of adaptive and holistic PCG. The paper introduces the technical details of the challenge, but mostly focuses on what challenges this competition provides and why they are scientifically relevant.Comment: 10 pages, 5 figures, Part of the Foundations of Digital Games 2018 proceedings, as part of the workshop on Procedural Content Generatio

    City Sketching

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    Procedural methods offer an automated means of generating complex cityscapes, incorporating the placement of park areas and the layout of roads, plots and buildings. Unfortunately, existing interfaces to procedural city systems tend to either focus on a single aspect of city layout (such as the road network) ignoring interaction with other elements (such as building dimensions) or expect numeric input with little visual feedback, short of the completed city, which may take up to several minutes to generate. In this paper we present an interface to procedural city generation, which, through a combination of sketching and gestural input, enables users to specify different land usage (parkland, commercial, residential and industrial), and control the geometric attributes of roads, plots and buildings. Importantly, the inter-relationship of these elements is pre-visualized so that their impact on the final city layout can be predicted. Once generated, further editing, for instance shaping the city skyline or redrawing individual roads, is supported. In general, City Sketching provides a powerful and intuitive interface for designing complex urban layouts
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