4,626 research outputs found

    A time-line approach for the generation of simulated settlements

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    In this paper we present a model for procedurally generating virtual settlements populated with roads, land parcels and buildings. Our model improves on existing research by considering historical influence on settlement growth. To do this, an interactive time-line is used, allowing for a designer to specify a number of architectural periods. These architectural periods are then used in the generation process, giving the designer a robust tool to interactively generate photo-realistic urban scenes. Our results show that a variety of settlement types and sizes can be generated. In addition, we demonstrate that road patterns within real-world settlements can be created using our system

    Procedural modeling historical buildings for serious games

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    [EN] In this paper we target the goal of obtaining detailed historical virtual buildings, like a castle or a city old town, through a methodology that facilitates their reconstruction. We allow having in a short time an approximation model that is flexible for being explored, analyzed and eventually modified. This is crucial for serious game development pipelines, whose objective is focused not only on accuracy and realism, but also on transmitting a sense of immersion to the player.[ES] En este trabajo apuntamos al objetivo de obtener edificios históricos virtuales con alto nivel de detalle, como por ejemplo un castillo o un barrio de una ciudad antigua, a través de una metodología que facilite su reconstrucción. Las herramientas que proponemos nos permiten obtener rápidamente un modelo aproximado y flexible para ser explorado, analizado o eventualmente modificado. Modelos con estas características son esenciales para el desarrollo en plataformas de juegos serios, cuyo objetivo fundamental se centra no sólo en la precisión y el realismo, sino también en transmitir una sensación de inmersión para el jugador.We would like to thank Adriana Desplans for help with the Carcassonne prototype. This work was partially funded with grant TIN2010-20590-C02-02 from Ministerio de Ciencia e Innovación, Spain.Besuievsky, G.; Patow, G. (2013). Procedural modeling historical buildings for serious games. Virtual Archaeology Review. 4(9):160-166. https://doi.org/10.4995/var.2013.426816016649P. Müller, P. Wonka, S. Haegler, A. Ulmer, and L. Van Gool. Procedural modeling of buildings. ACM Trans. Graph., 25(3):614-623, 2006. http://dx.doi.org/10.1145/1141911.1141931P.Musialski, P. Wonka, D. Aliaga, M. Wimmer, L. van Gool and W. Purgathofer. A Survey of Urban Reconstruction. EUROGRAPHICS 2012 State of the Art ReportsS. Haegler, P.Mller and L. Van Gool. Procedural Modeling for Digital Cultural Heritage. EURASIP J. Image and Video Processing V 2009.R. Ridorsa, G. Patow, The skylineEngine System, in XX Congreso Español de Iinformàtica Gràfica, CEIG2010 (2010), pp. 207-216L. Krecklau, C. Manthei, L. Kobbelt. Procedural Interpolation of Historical City Maps. Vol. 31 (2012), Number 2G. Patow, User-Friendly Graph Editing for Procedural Buildings.IEEE Computer Graphics and Applications, vol. 32, no. 2, Mar./Apr. 2012, pp. 66--75; http://dx.doi.org/10.1109/MCG.2010.104B.Watson, P. Müller, O. VERYOVKA, A.Filler., P. Wonka and C.Sexton. 2008. Procedural urban modeling in practice. IEEE Computer Graphics and Applications 28, 18-26. http://dx.doi.org/10.1109/MCG.2008.57CityEngine 2011. www.procedural.comG. Besuievsky and G. Patow, A Procedural Modelling Approach for Automatic Generation of LoD Building Models, Proceedings of the CISBAT 2011, pp. 993-998, Lausanne, Switzerland.O. Pueyo, G. Patow. Structuring Urban Data, Tech. Rep. IMA12-01-RR, Dept. IMA, Universitat de Girona (2012)S.Barroso, G.Patow. Recreación de estructuras arquitectónicas mediante modelaje

    Reconstructing historical 3D city models

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    Historical maps are increasingly used for studying how cities have evolved over time, and their applications are multiple: understanding past outbreaks, urban morphology, economy, etc. However, these maps are usually scans of older paper maps, and they are therefore restricted to two dimensions. We investigate in this paper how historical maps can be ‘augmented’ with the third dimension so that buildings have heights, volumes, and roof shapes. The resulting 3D city models, also known as digital twins, have several benefits in practice since it is known that some spatial analyses are only possible in 3D: visibility studies, wind flow analyses, population estimation, etc. At this moment, reconstructing historical models is (mostly) a manual and very time-consuming operation, and it is plagued by inaccuracies in the 2D maps. In this paper, we present a new methodology to reconstruct 3D buildings from historical maps, we developed it with the aim of automating the process as much as possible, and we discuss the engineering decisions we made when implementing it. Our methodology uses extra datasets for height extraction, reuses the 3D models of buildings that still exist, and infers other buildings with procedural modelling. We have implemented and tested our methodology with real-world historical maps of European cities for different times between 1700 and 2000

    3D and 4D Simulations for Landscape Reconstruction and Damage Scenarios. GIS Pilot Applications

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    The project 3D and 4D Simulations for Landscape Reconstruction and Damage Scenarios: GIS Pilot Applications has been devised with the intention to deal with the demand for research, innovation and applicative methodology on the part of the international programme, requiring concrete results to increase the capacity to know, anticipate and respond to a natural disaster. This project therefore sets out to develop an experimental methodology, a wide geodatabase, a connected performant GIS platform and multifunctional scenarios able to profitably relate the added values deriving from different geotechnologies, aimed at a series of crucial steps regarding landscape reconstruction, event simulation, damage evaluation, emergency management, multi-temporal analysis. The Vesuvius area has been chosen for the pilot application owing to such an impressive number of people and buildings subject to volcanic risk that one could speak in terms of a possible national disaster. The steps of the project move around the following core elements: creation of models that reproduce the territorial and anthropic structure of the past periods, and reconstruction of the urbanized area, with temporal distinctions; three-dimensional representation of the Vesuvius area in terms of infrastructuralresidential aspects; GIS simulation of the expected event; first examination of the healthcareepidemiological consequences; educational proposals. This paper represents a proactive contribution which describes the aims of the project, the steps which constitute a set of specific procedures for the methodology which we are experimenting, and some thoughts regarding the geodatabase useful to “package” illustrative elaborations. Since the involvement of the population and adequate hazard preparedness are very important aspects, some educational and communicational considerations are presented in connection with the use of geotechnologies to promote the knowledge of risk

    Procedural City Generation with Combined Architectures for Real-time Visualization

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    The work and research of this paper sought to build upon traditional city generation and simulation in creating a tool that both realistically simulates cities and their prominent features and also creates aesthetic and artistically rich cities using assets that combine several contemporary or near contemporary architectural styles. The major city features simulated are the surrounding terrain, road networks, individual buildings, and building placement. The tools used to both create and integrate these features were created in Houdini with Unreal Engine 5 as the intended final destination. This research was influenced by the city, town, and road networking of Ghost Recon:Wildlands. Both games exhibit successful creation and integration of cities in a real-time open world that creates a holistic and visually compelling experience. The software used in the development of this project were Houdini, Maya, Unreal Engine 5, and Zbrush, as well as Adobe Substance Designer, Substance Painter, and Photoshop. The city generation tool was built with the intent that it would be flexible. In this context flexibility refers to the capability to create many different kinds of city regions based on user specifications. Region size, road density and connectivity, and building types are examples of qualities of the city that can be directly controlled. The tool currently uses one set of city assets created with intent for use together and an overall design cohesion but is also built flexibly enough that new building assets could be included, only requiring the addition of building generators for the new set. Alternatively, assets developed with the current generation methods in mind could also be used to change the visual style of the city. Buildings were both generated and placed based on a district classification. Buildings were established as small residential, large residential, religious buildings, and government/commercial before being placed in appropriate locations in the city based on user district specifications
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