Description
Procedural generation of urban models is an active research area in computer graphics. There are several methods which propose approaches for the synthesis of detailed geometric models of buildings and their facades. Since in todays graphics there is a demand on very highly detailed models, it is not enough to generate facade models, but it is also necessary to synthesize their finest features like ornamentation and decoration.
The goal of this thesis is to develop a method for procedural generation of typical ornaments that are common for specific architectural styles (e.g. Art Nouveau). The synthesizer should deliver very detailed hightmaps and textures, such that modern hardware can be utilized to render those ornaments using a parallax mapping shader.
Example of parallax mapping: Steep Parallax Mapping ((c) all rights by Morgan McGuire and Max McGuire).
Task
- Research the literature on this topic.
- Design a synthesizer for architectural ornaments.
- Implement the synthesizer (the synthesizer can be implemented in an existing C# framework or as a stand-alone application with well defined interfaces).
- Integrate a parallax mapping shader for the ornaments in exiting C#/SharpDX rendering framework (see Steep Parallax).
Requirements
- Programming skills in C# or C++.
- Knowledge of the real-time graphics pipeline (OpenGL/DirectX)
- Basic knowledge of Texture Synthesis/Procedural Synthesis
Environment
- Visual Studio 2010 or 2012
- C#/WPF and/or C++
- SharpDX