2017 International Conference on Cyberworlds (CW) 2017
DOI: 10.1109/cw.2017.32
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A Time-Line Approach for the Generation of Simulated Settlements

Abstract: Abstract-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. Ou… Show more

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Cited by 5 publications
(4 citation statements)
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References 28 publications
(34 reference statements)
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“…Mizdal and Pozzer [MP18] generate roads on arbitrary terrain with hills, where the roads are generated between nodes using the A* algorithm. Williams and Headleand [WH17] change angle parameters during the simulation time to simulate settlements. Examples of streets generated by using their approach with different angle offsets are shown in Figure 19.…”
Section: Existing Procedural Modelling Methodsmentioning
confidence: 99%
See 1 more Smart Citation
“…Mizdal and Pozzer [MP18] generate roads on arbitrary terrain with hills, where the roads are generated between nodes using the A* algorithm. Williams and Headleand [WH17] change angle parameters during the simulation time to simulate settlements. Examples of streets generated by using their approach with different angle offsets are shown in Figure 19.…”
Section: Existing Procedural Modelling Methodsmentioning
confidence: 99%
“…Figure19: Graph-growth methods branch streets starting from a point on one of the existing streets under a branch angle[WH17]. Depending on the branch angle, the overall shape of the streets changes.…”
mentioning
confidence: 99%
“…When the existing works for procedural city generators are studied, agent-based approaches [9]- [11] and L-systems [12], [13] are frequently used, although there are a high number of custom-made algorithms as well [14]- [19]. Most of the city generators aim to create the final state of the city, however some studies focus on the development of city through time [20], [21], how it is affected by human behaviour [11] or how practical the generated layout is [22]. Since the proposed method relies on CA, we would like to focus on other approaches that make use of them.…”
Section: Related Workmentioning
confidence: 99%
“…Interest in procedural content generation for games was born from early computer systems of the time and their inherent technical limitations [7]. Today, such approaches can be applied to synthesize a broad spectrum of virtual content, ranging from terrain height-maps [8][9][10][11], buildings and their furnishings [12,13], to the placement of assets for an entire level for a video game [14], such as settlements [15] or, as in our case, plant ecosystems [16].…”
Section: Introductionmentioning
confidence: 99%