The algorithmic beauty of plants
The algorithmic beauty of plants
The logic of architecture: design, computation, and cognition
The logic of architecture: design, computation, and cognition
Proceedings of the fourteenth annual symposium on Computational geometry
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
ACM SIGGRAPH 2003 Papers
Procedural modeling of buildings
ACM SIGGRAPH 2006 Papers
Procedural modeling of architecture
ACM SIGGRAPH 2006 Courses
3D modeling for non-expert users with the castle construction kit v0.5
VAST'05 Proceedings of the 6th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
Artistic 3D Object Creation Using Artificial Life Paradigms
SG '07 Proceedings of the 8th international symposium on Smart Graphics
Automatic addition of physics components to procedural content
Proceedings of the 7th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
Technical Section: A GML shape grammar for semantically enriched 3D building models
Computers and Graphics
Component-based modeling of complete buildings
Proceedings of Graphics Interface 2011
Steady affine motions and morphs
ACM Transactions on Graphics (TOG)
Procedural content generation for games: A survey
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
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We present a new technique to automatically generate building exteriors. Our technique relies on the definition of building templates that will be applied on building descriptions. The building descriptions require the building 3D footprints and their heights and roof heights. This information can be stored within a Geographic Information System (GIS). Most of the time, graphic designers use the texture repetition method in order to create building frontages. Due to this lack of flexibility, this method often disappoints the users who expect more realism. In this paper, we focus on the description of our frontage generation method. Building frontages are generated using a 2.5D wall grammar based on a set of rules that can be simple or detailed enough to fulfil the users wishes. Our method is as easy to use as the texture repetition but provides a higher level of realism and diversity in the resulting buildings.