General Methods for the Generation of Seamless Procedural Cities
(2017) In LU-CS-EX 2017-30 EDA920 20171Department of Computer Science
- Abstract
- Procedural generation as a concept is as old as computer graphics. It is usually defined as a method for creating data algorithmically as opposed to manually. Work in this area often revolves around noise functions and large degrees of randomness, which works well for chaotic structures and for generating natural environments, but it does not always suit more sophisticated and coherent environments such as interiors. This thesis proposes some new approaches for procedural generation, specifically on the subject of cities. Many of the solutions discussed are applicable in other areas of procedural generation where order and coherency is important as well. Work on procedural cities has been done before, but the scope has usually been limited... (More)
- Procedural generation as a concept is as old as computer graphics. It is usually defined as a method for creating data algorithmically as opposed to manually. Work in this area often revolves around noise functions and large degrees of randomness, which works well for chaotic structures and for generating natural environments, but it does not always suit more sophisticated and coherent environments such as interiors. This thesis proposes some new approaches for procedural generation, specifically on the subject of cities. Many of the solutions discussed are applicable in other areas of procedural generation where order and coherency is important as well. Work on procedural cities has been done before, but the scope has usually been limited to one or a few aspects of the city. This project combines several of these previously explored areas and several new ones into a composite whole. (Less)
- Popular Abstract
- Automatically generating environments is a very appealing concept. Instead of manually creating environments you can create rules which in turn create the content. This project has used this idea to build whole cities, including interiors, automatically (procedurally).
Please use this url to cite or link to this publication:
http://lup.lub.lu.se/student-papers/record/8929185
- author
- Elinder, Tobias LU
- supervisor
- organization
- alternative title
- Procedural Cities with Interiors
- course
- EDA920 20171
- year
- 2017
- type
- H3 - Professional qualifications (4 Years - )
- subject
- keywords
- Procedural Generation, Cities, Interiors, Computer Graphics, Unreal Engine
- publication/series
- LU-CS-EX 2017-30
- report number
- LU-CS-EX 2017-30
- ISSN
- 1650-2884
- language
- English
- id
- 8929185
- date added to LUP
- 2018-01-17 18:26:48
- date last changed
- 2018-01-19 11:56:33
@misc{8929185, abstract = {{Procedural generation as a concept is as old as computer graphics. It is usually defined as a method for creating data algorithmically as opposed to manually. Work in this area often revolves around noise functions and large degrees of randomness, which works well for chaotic structures and for generating natural environments, but it does not always suit more sophisticated and coherent environments such as interiors. This thesis proposes some new approaches for procedural generation, specifically on the subject of cities. Many of the solutions discussed are applicable in other areas of procedural generation where order and coherency is important as well. Work on procedural cities has been done before, but the scope has usually been limited to one or a few aspects of the city. This project combines several of these previously explored areas and several new ones into a composite whole.}}, author = {{Elinder, Tobias}}, issn = {{1650-2884}}, language = {{eng}}, note = {{Student Paper}}, series = {{LU-CS-EX 2017-30}}, title = {{General Methods for the Generation of Seamless Procedural Cities}}, year = {{2017}}, }