JamesGrisetti-ProceduralModelingofCities - Procedural...

Info iconThis preview shows pages 1–2. Sign up to view the full content.

View Full Document Right Arrow Icon
ABSTRACT Modeling a city poses a number of problems to computer graph- ics. Every urban area has a transportation network that follows population and environmental influences, and often a superim- posed pattern plan. The buildings appearances follow historical, aesthetic and statutory rules. To create a virtual city, a roadmap has to be designed and a large number of buildings need to be generated. We propose a system using a procedural approach based on L-systems to model cities. From various image maps given as input, such as land-water boundaries and population density, our system generates a system of highways and streets, divides the land into lots, and creates the appropriate geometry for the buildings on the respective allotments. For the creation of a city street map, L-systems have been extended with methods that allow the consideration of global goals and local constraints and reduce the complexity of the production rules. An L-system that generates geometry and a texturing system based on texture elements and procedural methods compose the buildings. CR categories: F.4.2 [Mathematical Logic and Formal Lan- guages]: Grammars and Other Rewriting Systems: Parallel Rewriting Systems, I.3.7 [Computer Graphics]: Three-Dimen- sional Graphics and Realism, I.6.3 [Simulation and Modeling]: Applications Keywords: L-system, software design, developmental mod- els, modeling, urban development, architecture 1 INTRODUCTION Modeling and visualization of man-made systems such as large cities is a great challenge for computer graphics. Cities are sys- tems of high functional and visual complexity. They reflect the historical, cultural, economic and social changes over time in every aspect in which they are seen. Examining pictures of a large-scale city such as New York reveals a fantastic diversity of street patterns, buildings, forms and textures. The modeling and visualization of large-area cities using computers has become feasible with the large memory, processing and graphics power of todays hardware. The potential applications for a procedural creation range from research and educational purposes such as urban planning and creation of virtual environments to simula- tion. Especially the entertainment market such as the movie and game industry have a high demand for the quick creation of complex environments in their applications. Visual modeling of large, complex systems has a long tradition in computer graphics. Most of these approaches address the appearance of natural phenomena. Much of the appeal of such renderings lies in the possibility to depict the complexity of large-scale systems, which are composed of simpler elements. Some of these systems include: the simulation of erosion [23], particle based forests [28] and cloud modeling [25].
Background image of page 1

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full DocumentRight Arrow Icon
Image of page 2
This is the end of the preview. Sign up to access the rest of the document.

This note was uploaded on 07/30/2011 for the course COP 4810 taught by Professor Staff during the Spring '11 term at University of Central Florida.

Page1 / 8

JamesGrisetti-ProceduralModelingofCities - Procedural...

This preview shows document pages 1 - 2. Sign up to view the full document.

View Full Document Right Arrow Icon
Ask a homework question - tutors are online