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Procedural Modelling of Three-Dimensional Geometry

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Języki publikacji
EN
Abstrakty
EN
Modelling three-dimensional shapes plays an increasingly significant role in modern computer graphics. Geometry synthesis is used in many fields, including digital cinema, electronic entertainment and computer simulations. Unfortunately, the modelling process is still done manually, offering a unique output at the cost of tedious work. There is a constant need to replace designers' work with intelligent automated algorithms. The methods based on the automation of modelling processes offer a variety of three-dimensional structures within limited time and restricted money budget. This paper addresses the problem of automated modelling of virtual structures such as caves, buildings and clouds, and presents an alternative solution in the form of a hybrid system. The innovative approach combines two independent methods well known in three-dimensional computer graphics: shape grammar and shape morphing. In the modelling process, it is possible to obtain the characteristics of 3D structures with non-spherical mesh topology. The objects and their transformations are described by functions, while rule grammars define the geometry modelling process. The shapes thus obtained can be freely deformed in the subsequent rules. The resulting structure can be rendered up to very high levels of visual realism. However, in the paper we present the description of the algorithm illustrated by results on a 3D mesh without focusing on photorealistic rendering aspects. We also propose some measures that can be used to verify the model geometry.
Słowa kluczowe
Rocznik
Strony
113--138
Opis fizyczny
Bibliogr. 26 poz., il., wykr.
Twórcy
autor
autor
  • Faculty of Electrical Engineering, Computer Science and Telecommunications University of Zielona Góra, ul., Podgórna 50, Pologne, t.zawadzki@weit.uz.zgora.pl
Bibliografia
  • [1] Stiny, G., and Gips, J. (1972) Shape grammars and the generative specification of painting and sculpture. In Information Processing 71, North-Holland Publishing Company, pp. 1460-1465.
  • [2] Stiny, G. Pictorial and Formal Aspects of Shape and Shape Grammars (1975) In Birkhauser Verlag, Basel.
  • [3] Stiny, G. (1980) Introduction to shape and shape grammars. In Environment Planning B 7(3), pp. 343-361.
  • [4] Gardner G. Y. : Simulation of natural scenes using textured quadric surfaces. In Computer Graphics (SIGGRAPH '84 Proceedings), Christiansen H., (Ed.), 1984, vol. 18, pp. 11-20.
  • [5] Gardner G. Y. : Visual simulation of clouds. In Computer Graphics (SIGGRAPH '85 Proceedings), Barsky B. A., (Ed.), vol. 19, 1985, pp. 297-303.
  • [6] Prusinkiewicz, P., and Lindenmayer, A. The Algorithmic Beauty of Plants. In Springer-Verlag, 1991, pp. 101-107. ISBN 978-0387972978.
  • [7] Nishita T., Nakamae E., Dobashi Y. : Display of clouds taking into account multiple anisotropic scattering and sky light. In SIGGRAPH 96 Conference Proceedings (Aug. 1996), Rushmeier H., (Ed.), ACM SIGGRAPH, Addison Wesley, pp. 379-386.
  • [8] Ebert D. S. : Volumetric procedural implicit functions: A cloud is born. In SIGGRAPH 97 Technical Sketches Program, Whitted T., (Ed.), ACM SIGGRAPH, Addison Wesley, 1997, ISBN 0-89791-896-7.
  • [9] Dobashi Y., Kaneda K., Yamashita H., Okita T., Nishita T. : A simple, efficient method for realistic animation of clouds. In Proceedings of ACM SIGGRAPH 2000, 2000, pp. 19-28.
  • [10] Elinas P., Sturzlinger W. : Real-time rendering of 3D clouds. Journal of Graphics Tools 5, 4 (2000), pp. 33-45.
  • [11] Am Ende, B. A. (2001) 3D Mapping of Underwater Caves, IEEE Computer Graphics Applications, Vol. 21, No. 2, pp. 14-20.
  • [12] Harris M. J., Lastra A. : Real-time cloud rendering. Computer Graphics Forum 20, 3 (2001), pp. 76-84.
  • [13] Parish Y. I. H., and Muller P. Procedural modeling of cities. In Proceedings SIGGRAPH'01, ACM Press, E. Fiume, 2001, pp. 301-308.
  • [14] Velho, L., Gomes, J., and Figueiredo, L. H. (2002) Implicit Objects Computer Graphics, In Springer; 1 edition, ISBN: 978-0387984247.
  • [15] Wonka, P., Wimmer, M., Sillion, F., and Ribarsky, W. Instant architecture. In Siggraph 2003, ACM Transactions on Graphics 22, 3, pp. 669-677.
  • [16] Greuter, S., Parker, J., Stewart N., and Leach G. Real-time procedural generation of pseudo infinite cities. In Proceedings of GRAPHITE 2003, ACM Press, pp. 87-95.
  • [17] Schpok J., Simons J., Ebert D. S., Hansen C. : A real-time cloud modeling, rendering, and animation system. Symposium on Computer Animation'03, 2003, pp. 160-166.
  • [18] Bouthors A, and Neyret F., Modelling Clouds Shape, In Proceedings of EUROGRAPHICS (short presentations), 2004.
  • [19] Schuchardt, P. and Bowman, D. A. The Benefits of Immersion for Spatial Understanding of Complex Underground Cave Systems, In Proceedings of the 2007 ACM Symposium on Virtual Reality Software and Technology (VRST '07), pp. 121-124.
  • [20] Boggus, M. and Crawfis, R. (2009) Procedural Creation of 3D Solution Cave Models, In Proceedings of the 20th IASTED International Conference on Modelling and Simulation, pp. 180-186.
  • [21] Boggus, M. and Crawfis, R. (2009) Explicit Generation of 3D Models of Solution Caves for Virtual Environments, In Proceedings of the 2009 International Conference on Computer Graphics and Virtual Reality, pp. 85-90.
  • [22] Peytavie, A., Galin, E., Grosjean, J. and Merillou, S., Arches (2009) a Framework for Modelling Complex Terrains, Computer Graphics Forum, In Proceedings of EUROGRAPHICS, Vol. 28, No. 2, pp. 457-467.
  • [23] Boggus, M. and Crawfis, R. (2010) A Framework for Interactive Modelling of Three Dimensional Caves, In Proceedings of the 6th International Conference on Advances in Visual Computing (ISVC'10), Volume Part II, pp. 213-221.
  • [24] Di Trapani L. J., Inane T. NTGsim: A graphical user interface and a 3D simulator for nonlinear trajectory generation methodology, In The international journal of Applied Mathematics and Computer, Vol. 20, 2010, No. 2.
  • [25] Johnson, L., Yannakakis, G.N. and Togelius, J. (2010) Cellular Automata for Real-time Generation of Infinite Cave Levels, In Proceedings of the 2010 Workshop on Procedural Content Generation in Games (PC Games, 10), pp. 1-4.
  • [26] Clempner J. B., Pozniak A. S. Convergence method, properties and computational complexity for Lyapunov games, In The international journal of Applied Mathematics and Computer Science, Vol. 21, 2011, No. 2.
Typ dokumentu
Bibliografia
Identyfikator YADDA
bwmeta1.element.baztech-article-BWA0-0056-0015
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