Procedural Architecture using Deformation-Aware Split Grammars

René Zmugg*, Wolfgang Thaller, Ulrich Krispel, Johannes Edelsbrunner, Sven Havemann, Wolf-Dietrich Fellner

*Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

Abstract

With the current state of video games growing in scale, manual content creation may no longer be feasible in the future. Split grammars are a promising technology for large-scale procedural generation of urban structures, which are very common in video games. Buildings with curved parts, however, can currently only be approximated by static pre-modelled assets, and rules apply only to planar surface parts. We present an extension to split grammar systems that allow the creation of curved architecture through integration of free-form deformations at any level in a grammar. Further split rules can then proceed in two different ways. They can either adapt to these deformations so that repetitions can adjust to more or less space, while maintaining length constraints, or they can split the deformed geometry with straight planes to introduce straight structures on deformed geometry.
Original languageEnglish
Pages (from-to)1009-1019
JournalThe Visual Computer
Volume30
Issue number9
DOIs
Publication statusPublished - 2014

Fields of Expertise

  • Information, Communication & Computing

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