Slide 1

Slide 1 text

Honours Project presentation by Gregory Goltsov, 1006416 procedural city generator

Slide 2

Slide 2 text

I LOVE GENERATION

Slide 3

Slide 3 text

I LOVE EDINBURGH

Slide 4

Slide 4 text

Honours Project presentation by Gregory Goltsov, 1006416 procedural city generator

Slide 5

Slide 5 text

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

Slide 6

Slide 6 text

question How can procedural generation techniques be utilised to produce architecturally Scottish cities?

Slide 7

Slide 7 text

aim To develop a real-time procedural generation system of Scottish towns and villages on arbitrary terrains

Slide 8

Slide 8 text

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

Slide 9

Slide 9 text

literature review

Slide 10

Slide 10 text

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

Slide 11

Slide 11 text

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

Slide 12

Slide 12 text

Pascal M, Wonka P, Haegler S, A & Gool, LV 2006, “Procedural Modeling of Buildings,” vol. 1, no. 212, pp. 614–623.

Slide 13

Slide 13 text

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

Slide 14

Slide 14 text

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

Slide 15

Slide 15 text

Questions? thank you!