procedural modeling of cities slides siggraph2001

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Information about procedural modeling of cities slides siggraph2001
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Published on October 15, 2007

Author: GenX

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Procedural Modeling of Cities:  Procedural Modeling of Cities Pascal Müller Central Pictures Switzerland Yoav Parish ETH Zurich Switzerland The City Engine System:  The City Engine System Procedurally creates complex city models. Cities consist of: Street maps Buildings Facade textures Example Zurich-London-Paris:  Example Zurich-London-Paris Example Manhattan:  Example Manhattan Example Manhattan 2259:  Example Manhattan 2259 Overview:  Overview Introduction Motivation and system pipeline L-Systems From streets to buildings Textures and results Rendering of the results Motivation:  Motivation Many applications in entertainment, simulation and visualization Cities as virtual „backdrops“ are hard to model by hand Procedural methods have been used to model complex environments Related Work:  Related Work Mostly satellite-imagery based systems e.g. Henricsson, Streilein, Gruen; 1996 Work on visualization of large data sets e.g. Davis, et al.; 1999 Similar projects are still in the making Yap; 1998 System Pipeline:  System Pipeline Module 1: Streetmap Creation:  Module 1: Streetmap Creation Input: Image maps, parameters for rules Output: A street graph for interactive editing Module 2: Division into Lots:  Module 2: Division into Lots Input: Street graph, area usage map Output: Polygon set of allotments for buildings Module 3: Building Generation:  Module 3: Building Generation Input: Lot polygons, age map and zone plan Output: Building strings with additional info Module 4: Geometry and Facades:  Module 4: Geometry and Facades Input: Strings and building type Output: City geometry and facade texture (procedural shader) L-Systems:  L-Systems Generation of plants Prusinkiewicz, Lindenmayer; 1990 Environment-sensitive Prusinkiewicz, James, Mech; 1994 Interaction (Open L-System) Mech, Prusinkiewicz; 1996 Ecosystems Deussen, et al.; 1998 L-Systems for Streets:  L-Systems for Streets Grouping parameters of different street patterns Hierarchical influences: global goals and local constraints Extended L-Systems:  Extended L-Systems Template successor defines 3 branches Parameters fields are unassigned Extended L-Systems:  Extended L-Systems Initial parameter settings Design goal Extended L-Systems:  Extended L-Systems Parameter value correction Influenced by local environment Global Goals:  Global Goals Could be a planned urban design Different goals in the same city Controlled by image map (user input) Local Constraints:  Local Constraints Environment-sensitivity for legal streets Self-sensitivity for closed loops Division into Lots:  Division into Lots Lot area depends on: Land Use map Population density Building height Access to street Procedural Buildings:  Procedural Buildings Modeled with a common L-System L-System modules consist of geometric operations like extrusion Facade Textures:  Facade Textures Division into simple grid-like structures Structures can be layered Layered Textures:  Layered Textures Two base functions form a layer Every layer defines a facade element Layering of Planes:  Layering of Planes Stacked layers for facade texture Functions between layers model relation between facade elements Animated Examples:  Animated Examples Future Work:  Future Work Temporal development of an urban area Function based grammar of buildings Bring life into the cities Acknowledgments:  Acknowledgments Prof. Markus Gross ETH Zurich, Switzerland Christian Iten School of Art Zurich, Switzerland Jessica Bernatschek University of Zurich, Switzerland Hanspeter Brunner ETH Zurich, Switzerland

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