In this paper we present a model for procedurally generating virtual settlements populated with roads, land parcels and buildings. Our model improves on existing research by considering historical influence on settlement growth. To do this, an interactive time-line is used, allowing for a designer to specify a number of architectural periods. These architectural periods are then used in the generation process, giving the designer a robust tool to interactively generate photo-realistic urban scenes. Our results show that a variety of settlement types and sizes can be generated. In addition, we demonstrate that road patterns within real-world settlements can be created using our system. I. MOTIVATION There has been a large body of research into procedural modelling algorithms, in the field of visualization and computer graphics. Researchers in this field have discussed algorithms to create a variety of content, including terrains [1], [2], trees [3], [4], buildings [5] and entire in-game levels [6], [7]. These algorithms take away the task of manually creating assets to be rendered within a scene, and instead focus on how assets can be created on-demand. They also typically allow for a large set of core assets, through parametrization. This permits a designer to create a large quantity of visually disparate objects with little or no effort, other than the creation of the original algorithm. The large demand for high fidelity scenes has been the driving force for advancements in graphical technology [8]. High quality scenes are utilized in a number of different areas, especially the games development industry and television/film production. As a result, procedural modelling approaches are used in industry as an alternative to traditional approaches. An example of this is the MASSIVE multi-agent system 1 , which was used to procedurally generate large crowds in the production of the Lord of the Rings trilogy of films. A frequent element seen in games and television are settlements , from sprawling cities to smaller villages and hamlets. Designing a settlement manually is a time-consuming process, largely due to the scale of the scene and the amount of elements used in its composition. As a result of this, interest in researching the procedural creation of cities and other settlements has risen in recent years. 1 http://www.massivesoftware.com/ An aspect often overlooked by existing research in this area is providing historical context for the generated settlements. Providing historical context permits the environment designer to define time periods which influence the development of a city, e.g. architectural styles or urban planning decisions. Currently, state-of-the-art algorithms for generating settlements only consider the creation of a city in a single period. Modelling techniques which develop settlements over time do exist [9]-[11], however very little of these approaches use historical context to influence the development of a settlement. Historical influence plays an important role in the development decisi...
Abstract. This paper presents an application of an ANN (Artificial Neural Network) of a RNRF type (Recurrent Network with Radial basis Function) in controlling a linear system. The performance of ANN-based control solution is compared with a classic controller and the results show that ANN behaves better than the classic controller. MATLAB simulation performed show that the coupling between the ANN and a proportional controller gives the best performance.
In this paper one proposed to exemplify a modern solution of an automatic control of industrial production lines. The necessity to align at the requirements of industrial competition has led to a degree of automation of increasingly advanced that the human intervention into the processes is minimal. A high productivity means lower flow interruptions as manufacturing, so the systems which control these lines must operate without errors. This can be done only by testing control programs and monitoring automation systems and, also, through simulate the manufacturing process.
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