93 research outputs found

    A constructive approach for the generation of underwater environments

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    This paper introduces Coralize, a library of generators for marine organisms such as corals and sponges. Using constructive algorithms, Coralize can generate stony corals via L-system grammars, soft corals via leaf venation algorithms and sponges via nutrient-based mesh growth. The generative algorithms are parameterizable, allowing a user to adjust the parameters in order to create visually appealing 3D meshes. Such meshes can be used to automatically populate a seabed or reef, in order to create a biologically realistic and aesthetically pleasing underwater environment.The research was supported, in part, by the FP7 ICT projects C2Learn (project no: 318480) and ILearnRW (project no: 318803), and by the FP7 Marie Curie CIG project AutoGameDesign (project no: 630665).peer-reviewe

    Algorithm development for pattern generation inspired from tree growth

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    The nature was the source of inspiration in many designs and products. Learning the algorithms from nature and incorporating them in the product design can be another level of inspiration. Algorithms for generating the pattern of tree-growth and venation in a leaf are nature-based algorithms for various uses in design and modeling. Development of the plant-pattern generators was initially intolerant of target shape until introduction of the space colonization algorithm (SCA). The SCA had a target area filled with points. The nodes, which create the final shape, start growing the pattern from an initial point to cover the target area. The points have an attraction field, which determines the direction of pattern. This project consists of two phases. The first phase improved some the features in the SCA including: i) the capability of starting the branching pattern from outside the target area, ii) tolerating symmetric distribution of points in target area, and iii) not canceling the effect of points from each other. The second phase used a branching equation assigned thickness to the members. The parameter in the equation was optimized to achieve the minimum variance of stress/capacity ratio among members

    Space colonisation based procedural road generation

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    Dissertação de mestrado em Computer ScienceProcedural generation of content has been studied for quite some time and it is increasingly relevant in scientific areas and in video-game and film industries. Procedural road layout generation has been traditionally approached using L-Systems, with some works exploring alternative avenues. Although originally conceived for biological systems modelling, the adequacy of L-Systems as a base for road generation has been demonstrated in several works. In this context, this work presents an alternative approach for procedural road layout generation that is also inspired by plant generation algorithms: space colonisation. In particular, this work uses the concept of attraction points introduced in space colonisation as its base to produce road layouts, both in urban and inter-city environments. As will be shown, the usage of attraction points provides an intuitive way to parameterise a road layout. The original Space Colonization Algorithm (SCA) generates a tree like structure, but in this work, the extensions made aim to fully generate a inter-connected road network. As most previous methods the method has two phases. A first phase generates what is mostly a tree structure growing from user defined road segments. The second phase performs the inter connectivity among the roads created in the first phase. The original SCA parameters such as the killradius help to control the capillarity of the road layout, the number of attraction points used by each segment will dictate its relevance establishing a road hierarchy naturally dependent on the distribution of the attraction points on the terrain. An angle control allows the creation of grid like or more organic road layouts. The distribution of the attraction points in the terrain can be conditioned by boundary maps, containing parks, sea, rivers, and other forbidden areas. Population density maps can be used to supply an explicit probabilistic distribution to the attraction points. Flow-fields can be used to dictate the flow of the road layout. Elevation maps provide an additional restriction regarding the steepness of the roads. The tests were executed within a graphic toolbox developed simultaneously. The results are exported to a geographical information file format, GeoJSON, and then maps are rendered using a geospatial visualisation and processing framework called Mapnik. For the most part, parameter settings were intuitively reflected on the road layout and this method can be seen as a first step towards fully exploring the usage of attraction points in the context of road layout.Gradualmente a geração procedimental de conteúdo tem-se tornado cada vez mais relevante, sendo maioritariamente aplicada em industrias como a dos vídeo-jogos e cinema. No que toca à geração procedimental de redes de estradas, grande parte das abordagens em torno deste tema são baseadas em L-Systems. Embora a área de aplicação dos L-Systems tenha sido originalmente para produzir modelos de sistemas biológicos, mostrou também ser um algoritmo adequado para a geração procedimental de redes de estradas. Este trabalho apresenta uma abordagem alternativa à geração procedimental de redes de estradas que também é inspirada num algoritmo procedimental de geração de plantas, colonização espacial, utilizando o conceito de pontos de atracão como base para gerar padrões de estradas. Como será demonstrado, a utilização de pontos de atracão fornece uma maneira intuitiva de parametrizar um padrão de estradas desejado. Como a maioria dos trabalhos feitos nesta área, este método tem duas fases. A primeira fase gera uma rede semelhante a uma árvore criada a partir de um ou mais segmentos iniciais da rede determinados pelo utilizador. A segunda fase trata de interligar as estradas geradas na primeira fase. Os parâmetros iniciais do algoritmo de colonização espacial, como o kill radius, ajudam a controlar a capilaridade da rede, os pontos de atracão que influenciam cada segmento irão ditar a sua relevância na rede geral, estabelecendo a noção de hierarquia de estradas, dependendo da distribuição de pontos de atracão no terreno. O controlo do ângulo entre segmentos permite a criação de padrões de estradas tanto em forma de grelha como padrões mais orgânicos. A distribuição dos pontos de atracão no terreno pode ser influenciada por mapas de fronteira, que contem as áreas válidas e/ou inválidas, como parques, mar, rios, e outras áreas proibidas. Mapas de densidade populacional podem ser usados para fornecer uma distribuição probabilística dos pontos de atracão. Campos de forças, podem ser usados para ditar o fluxo da rede de estradas. Mapas de elevação oferecem uma restrição adicional tendo em conta a inclinação das estradas. De um modo geral, as definições de parâmetros refletiram-se de um modo intuitivo nos padrões de redes de estradas gerados, e este trabalho pode ser considerado como um primeiro passo na exploração do conceito de pontos de atracão na área da geração de redes de estradas

    ODE-and PDE-based modeling of biological transportation networks

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    We study the global existence of solutions of a discrete (ODE based) model on a graph describing the formation of biological transportation networks, introduced by Hu and Cai. We propose an adaptation of this model so that a macroscopic (PDE based) system can be obtained as its formal continuum limit. We prove the global existence of weak solutions of the macroscopic PDE model. Finally, we present results of numerical simulations of the discrete model, illustrating the convergence to steady states, their non-uniqueness as well as their dependence on initial data and model parameters

    Genetic Relationships and Ancestral Character State Reconstructions of Psychotria L. Sect. Straussia (A. Gray) Fosberg (Rubiaceae).

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    M.S. Thesis. University of Hawaiʻi at Mānoa 2018

    Constructing living buildings: a review of relevant technologies for a novel application of biohybrid robotics

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    Biohybrid robotics takes an engineering approach to the expansion and exploitation of biological behaviours for application to automated tasks. Here, we identify the construction of living buildings and infrastructure as a high-potential application domain for biohybrid robotics, and review technological advances relevant to its future development. Construction, civil infrastructure maintenance and building occupancy in the last decades have comprised a major portion of economic production, energy consumption and carbon emissions. Integrating biological organisms into automated construction tasks and permanent building components therefore has high potential for impact. Live materials can provide several advantages over standard synthetic construction materials, including self-repair of damage, increase rather than degradation of structural performance over time, resilience to corrosive environments, support of biodiversity, and mitigation of urban heat islands. Here, we review relevant technologies, which are currently disparate. They span robotics, self-organizing systems, artificial life, construction automation, structural engineering, architecture, bioengineering, biomaterials, and molecular and cellular biology. In these disciplines, developments relevant to biohybrid construction and living buildings are in the early stages, and typically are not exchanged between disciplines. We, therefore, consider this review useful to the future development of biohybrid engineering for this highly interdisciplinary application.publishe
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