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Outline

Urban design and procedural modeling

2007, ACM SIGGRAPH 2007 courses

https://doi.org/10.1145/1281500.1281610

Abstract

This course will explain procedural modeling techniques to create urban models for computer games and movies. It will quickly survey previously published techniques and theory, and then delve into their use in graphics practice: tool demonstrations, fitting to real and artistic data, the needs of gaming, and preparation for rendering. Creating digital content remains a significant challenge in the entertainment industry, especially for urban environments, which are among the largest and most complex. As display capabilities improve and audience expectations grow, procedural modeling techniques are becoming an increasingly important supplement to traditional modeling software. Attendees of this course will learn how techniques for generated urban models can be used in practice, and where these tools still fall short. In our first session, we will begin with a survey of existing tools, and new developments in the field. These include shape grammars, generative meshes, and procedural textures. Preparing models of this size and complexity for rendering remains a significant challenge. We will survey available techniques and options for rendering, including occlusion culling, imposters, and LOD, as well as how to prepare these urban models for rendering in Maya and Renderman. We continue with an in depth, interactive demonstration of the CityEngine, published previously in two SIGGRAPH papers. We will show how to use the CityEngine for both archeological and architectural applications. In our second session, we examine design of urban environments in the large. We examine real-life city form, and how planning attempts to shape that form. We also study how urban development can be simulated, and how simulation can be controlled and polished to meet artistic needs. Next, we will study the problem of urban content from the game industry's perspective. Each of Electronic Arts' frequently issued editions of Need For Speed requires several urban environments. We will study the artistic and industry constraints that must shape these environments, how existing procedural tools help EA develop them, and how the tools should improve in the future to meet EA's needs.