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Procedural City Generator - Honours Presentation

707d0934f77fc31048f004103e10c57f?s=47 Greg Goltsov
November 13, 2012

Procedural City Generator - Honours Presentation

My initial pitch for my Honours Project, Procedural (Edinburgh) Generator.

More information will be coming in at http://gregory.goltsov.info/blog/categories/honours/


Greg Goltsov

November 13, 2012


  1. Honours Project presentation by Gregory Goltsov, 1006416 procedural city generator



  4. Honours Project presentation by Gregory Goltsov, 1006416 procedural city generator

  5. procedural (edinburgh) generator Honours Project presentation by Gregory Goltsov, 1006416

  6. question How can procedural generation techniques be utilised to produce

    architecturally Scottish cities?
  7. aim To develop a real-time procedural generation system of Scottish

    towns and villages on arbitrary terrains
  8. objectives Research and analyse techniques for procedural terrain features, road

    layout and buildings generation Implement a variety of algorithms, starting with the basic L-systems and then iterating with increasing complexity Develop a simple shape grammar (or DSL) and interpreter to enable quick implementation and testing of various building generation algorithms Implement a modular framework to facilitate parallel development of macro and micro algorithms Evaluate fitness of different approaches in context of real- time applications Compare the visual results against other well-developed city generators, such as CityEngine and CityBuilder scale
  9. literature review

  10. Emilien, A, Bernhardt, A, Peytavie, A, Cani, M-P & Galin,

    E 2012, “Procedural generation of villages on arbitrary terrains,” The Visual Computer, vol. 28, no. 6-8, pp. 809–818
  11. Wonka, P, Wimmer, M, Sillion, F & Ribarsky, W 2003,

    “Instant architecture,” ACM SIGGRAPH 2003 Papers on - SIGGRAPH ’03, vol. 4, ACM Press, New York, New York, USA, p. 669
  12. Pascal M, Wonka P, Haegler S, A & Gool, LV

    2006, “Procedural Modeling of Buildings,” vol. 1, no. 212, pp. 614–623.
  13. methodology Constantly-updating Unity scene, built from the ground up Dynamic

    algorithm switching, visualising the effects A separate scene (or zoomed-in view), showing real-time buildings generation for the mainly qualitative data practical
  14. methodology Evaluate various approaches in context of real-time applications Visual

    comparisons of generated road layouts and buildings vs. real maps and photographs Visual comparisons against famous city generators Evaluate the flexibility and scalability of implemented shape grammars Memory footprint profiling for the mainly qualitative data evaluative
  15. Questions? thank you!