Procedural Generation of Favela Layouts on Arbitrary Terrains

Natan Luiz Paetzhold Berwaldt, R. Bettker, C. Pozzer
{"title":"Procedural Generation of Favela Layouts on Arbitrary Terrains","authors":"Natan Luiz Paetzhold Berwaldt, R. Bettker, C. Pozzer","doi":"10.1109/SBGames51465.2020.00027","DOIUrl":null,"url":null,"abstract":"The procedural generation of content for virtual worlds is a technique widely explored by the game industry since it allows a reduction in the development costs and time. Procedural city generation is a very common topic, given the growth in the size of scenarios in games and simulations. However, traditional city-generation techniques do not represent some particular variations found in urban spaces, such as informal urban settlements. This paper proposes a method for generating procedural favelas, containing its road system, division of building lots, and alleys. The road system uses the A* algorithm and is based on the heightmap, having the characteristics of favelas on uneven terrains. The method allows zigzag roads to adapt to the steep elevations, a higher number of dead ends, and large blocks, fitting several buildings, and an alley system. The generation of building lots and alley system is based on the quadtree algorithm. Each block is subdivided to fit its building lots. The buildings are positioned on their lot, leaving a free space for the alleys. The alley system connects all the buildings that are inside the city block to the road. Our purpose is to generate the layout of a favela on arbitrary terrain procedurally. The results can be used in games, animations, and different types of simulations involving this scenario, such as traffic analysis, natural disasters, and future urban growth.","PeriodicalId":335816,"journal":{"name":"2020 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"29 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2020 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SBGames51465.2020.00027","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

The procedural generation of content for virtual worlds is a technique widely explored by the game industry since it allows a reduction in the development costs and time. Procedural city generation is a very common topic, given the growth in the size of scenarios in games and simulations. However, traditional city-generation techniques do not represent some particular variations found in urban spaces, such as informal urban settlements. This paper proposes a method for generating procedural favelas, containing its road system, division of building lots, and alleys. The road system uses the A* algorithm and is based on the heightmap, having the characteristics of favelas on uneven terrains. The method allows zigzag roads to adapt to the steep elevations, a higher number of dead ends, and large blocks, fitting several buildings, and an alley system. The generation of building lots and alley system is based on the quadtree algorithm. Each block is subdivided to fit its building lots. The buildings are positioned on their lot, leaving a free space for the alleys. The alley system connects all the buildings that are inside the city block to the road. Our purpose is to generate the layout of a favela on arbitrary terrain procedurally. The results can be used in games, animations, and different types of simulations involving this scenario, such as traffic analysis, natural disasters, and future urban growth.
任意地形上贫民窟布局的程序生成
虚拟世界内容的程序生成是游戏行业广泛探索的一种技术,因为它可以减少开发成本和时间。随着游戏和模拟场景规模的增长,程序城市生成是一个非常常见的话题。然而,传统的城市生成技术并不代表在城市空间中发现的某些特殊变化,例如非正式的城市住区。本文提出了一种生成程序性贫民窟的方法,包括其道路系统、建筑地块划分和小巷。道路系统采用A*算法,以高程图为基础,具有不平坦地形上贫民窟的特点。这种方法允许曲折的道路适应陡峭的海拔、更多的死角和大型街区,适合几座建筑和一个小巷系统。小区和小巷系统的生成基于四叉树算法。每个街区都被细分以适应其建筑地块。这些建筑位于他们的地块上,为小巷留下了自由的空间。小巷系统将城市街区内的所有建筑物连接到道路上。我们的目的是在程序上生成任意地形上的贫民窟布局。结果可用于游戏、动画和涉及该场景的不同类型的模拟,例如交通分析、自然灾害和未来的城市发展。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信