About
Student: Reekmans Steven
Bachelor Thesis: Procedural Generated Cities
Category: Multimedia & Communication
Promotor: Prof. dr. Wim Lamotte
Supervisor: Jeroen Dierckx
Proposal
Virtual worlds keep getting bigger. At the same time, the amount of detail for individual objects has also increased greatly. This results in complex and time-expensive modeling work. Another problem occurs when these worlds and detailed objects need to be exchanged over a network.
To resolve this problem there lately has been a lot of research procedural generation. Cities, buildings and even textures can be procedural generated. The software packages that handle these kind of problems use a number of different algorithms with a range of different input paramaters.
This technique has a couple of great advantages:
- Less parameters needed.
- No manual 3D manipulation is needed.
- Changing a single parameter can completely alter the look and feel.
- Very low bandwith required for exchanging huge amounts of content.
Sources to start this thesis are the papers of Pascal Mueller, where is described how cities, buildings and frontages can be generated. Meanwhile these techniques have been commercialized by Procedural.
The goals of this thesis are to implement some algorithms to procedurally generate a 3D city, from geometry to textures. This has to be done ‘on-the-fly’ so a user can navigate through these cities.