
Artist-Controlled Modeling of Urban Environments
Johannes ScharlArtist-Controlled Modeling of Urban Environments
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Content:
Information
- Publication Type: Master Thesis
- Month: July
- First Supervisor: Daniel Scherzer, Michael Wimmer
Abstract
Creating large-scale virtual environments for interactive applications such as computer games poses a demanding challenge for computer graphics. Urban environments are usually hand-crafted by artists using commercial 3D modeling software. For today’s detail-rich games, this becomes less and less feasible. Procedural modeling techniques strive to help artists to create virtual worlds in less time. In this thesis, I present a system that helps artists and game designers to plan, layout and model urban environments for games and other media. Methods are described to create street networks manually and procedurally and to edit them interactively at any time in the development process. A stable street tessellation technique is employed that is able to represent street segments as well as crossings connecting an arbitrary number of streets and that adapts to the underlying terrain. Furthermore, I propose a constraint based method to automatically populate a city with buildings from a set of existing building models.Additional Files and Images
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BibTeX
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@mastersthesis{scharl-master-thesis,
title = "Artist-Controlled Modeling of Urban Environments",
author = "Johannes Scharl",
year = "2010",
abstract = "Creating large-scale virtual environments for interactive
applications such as computer games poses a demanding
challenge for computer graphics. Urban environments are
usually hand-crafted by artists using commercial 3D modeling
software. For today’s detail-rich games, this becomes
less and less feasible. Procedural modeling techniques
strive to help artists to create virtual worlds in less
time. In this thesis, I present a system that helps artists
and game designers to plan, layout and model urban
environments for games and other media. Methods are
described to create street networks manually and
procedurally and to edit them interactively at any time in
the development process. A stable street tessellation
technique is employed that is able to represent street
segments as well as crossings connecting an arbitrary number
of streets and that adapts to the underlying terrain.
Furthermore, I propose a constraint based method to
automatically populate a city with buildings from a set of
existing building models. ",
address = "Favoritenstrasse 9-11/186, A-1040 Vienna, Austria",
school = "Institute of Computer Graphics and Algorithms, Vienna
University of Technology",
month = jul,
URL = "http://www.cg.tuwien.ac.at/research/publications/2010/scharl-master-thesis/",
}