Using Cellular Automata as a Basis for Procedural Generation of Organic Cities

Melek B. Temuçin, I. Kocabas, Kaya Oguz
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引用次数: 2

Abstract

Procedural content generation (PCG) methods are commonly employed in computer games, simulations, and other related industries. While these methods are used for levels, terrains, stories and missions, their usage for procedural city generation is relatively rare because cities are heterogeneous structures with different components such as roads, layouts and buildings that depend on and affect each other. Additionally, ancient cities grew organically to areas that are safe and to those that provide food and water. This resulted in cities that do not have apparent regular patterns, such as rectangular building blocks. We propose an approach that uses cellular automata (CA) that generates clusters of areas. The CA is repeated for each cluster to hierarchically create different levels of the city. This procedure creates an organic city layout with fractal properties. The layout specifies the building blocks, main roads, and foliage. We also present a set of methods that can transform this layout into a three-dimensional model of the city. The results are promising; cities can be created in under a minute with minimal required input, and the resulting virtual city looks organic, rather than an algorithmic layout that has repeating patterns.  
基于元胞自动机的有机城市程序生成
程序内容生成(PCG)方法通常用于电脑游戏、模拟和其他相关行业。虽然这些方法用于关卡、地形、故事和任务,但它们用于程序性城市生成的情况相对较少,因为城市是具有不同组件的异质结构,如道路、布局和建筑,它们相互依赖和影响。此外,古代城市有机地发展为安全的地区和提供食物和水的地区。这导致了城市没有明显的规则模式,比如矩形的建筑块。我们提出了一种使用元胞自动机(CA)生成区域簇的方法。每个集群都重复使用CA,以分层方式创建不同级别的城市。这个程序创建了一个具有分形属性的有机城市布局。布局指定了构建块、主要道路和树叶。我们还提出了一套方法,可以将这种布局转化为城市的三维模型。结果是有希望的;城市可以在一分钟内以最少的输入创建,并且最终的虚拟城市看起来很有机,而不是具有重复模式的算法布局。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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