Urban design and procedural modeling

Peter Wonka, Pascal Müller, Benjamin Watson, Andy Fuller
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引用次数: 11

Abstract

of the paper: Cellular patterns are all around us, in masonry, tiling, shingles, and many other materials. Such patterns, especially in architectural settings, are influenced by geometric features of the underlying shape. Bricks turn corners, stones frame windows and doorways, and patterns on disconnected portions of a building align to achieve a particular aesthetic goal. We present a strategy for feature-based cellular texturing, where the resulting texture is derived from both patterns of cells and the geometry to which they are applied. As part of this strategy, we perform texturing operations on features in a welldefined order that simplifies the interdependence between cells of adjacent patterns. Occupancy maps are used to indicate which regions of a feature are already occupied by cells of its neighbors, and which regions remain to be textured. We also introduce the notion of a pattern generator — the cellular texturing analogy of a shader used in local illumination — and show how several can be used together to build complex textures. We present results obtained with an implementation of this strategy and discuss details of some example pattern generators.
城市设计和程序建模
细胞模式在我们周围随处可见,在砖石、瓷砖、瓦片和许多其他材料中。这种模式,特别是在建筑环境中,受到底层形状的几何特征的影响。砖可以转弯处,石头构成窗户和门的框架,建筑中不相连部分的图案排列一致,以达到特定的审美目标。我们提出了一种基于特征的细胞纹理策略,其中产生的纹理来源于细胞的模式和它们所应用的几何形状。作为该策略的一部分,我们以定义良好的顺序对特征执行纹理操作,从而简化相邻模式单元之间的相互依赖。占用图用于指示特征的哪些区域已经被相邻的单元占用,以及哪些区域仍然需要纹理化。我们还介绍了模式生成器的概念-在局部照明中使用的着色器的细胞纹理类比-并展示了如何使用几个可以一起构建复杂的纹理。我们给出了通过该策略的实现获得的结果,并讨论了一些示例模式生成器的细节。
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