CoSECiVi'15 - Implementación de nodos consulta en árboles de comportamiento
CoSECiVi'15 - Towards real-time procedural scene generation from a truncated icosidodecahedron
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Transcript of CoSECiVi'15 - Towards real-time procedural scene generation from a truncated icosidodecahedron
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Towards Real-time Procedural Scene
Generation from a Truncated
Icosidodecahedron
Francisco M Urea
Alberto Sánchez
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Index
Introduction
Model Description
Selection of Useful Faces
Path Generator
Custom Physics
Spacial Division
Future Work & Conclusion
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Introduction
Related Works
A survey on procedural modelling for virtual worlds Ruben M. Smelik et al.
Aim: A complete survey with different procedural methods useful to generate features
of virtual worlds.
Real-time procedural generation of ‘pseudo infinite’ cities Stefan Greuter et al.
Aim: Describe a generation of “pseudo infinite” procedural city.
Building virtual and augmented reality museum exhibitions Rafal Wojciechowski et al.
Aim: Generates virtual content in which visitors can interact on a display
or via web.
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Introduction
Selection
Rebuild
Join
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Model description
Dodecahedron Icosahedron Icosidodecahedron
Icosidodecahedron Romb-Triacotahedron Icosidodecahedron
truncado
+ =
+ =
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Selection of Useful Faces
Figure 1 Figure 3 Figure 2
Useful faces: face selected
Border faces: faces connected to a face
Limit faces: face without all their border faces
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Selection of Useful Faces
1 7 8 1
4 3 1 7 8
2 3 4
9 12
Avaible faces Limit face Border faces
All faces Face to add Inaccesible faces
3
1
7 8
3
4 2 4
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Selection of Useful Faces
Connection mode
Full Add all border faces, then change limit face.
Lineal The new face is the new limit face.
Random Random face selection.
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Generation of a TI
+ Rotation
Traslation =
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Path generator
11 12 13 14 15
1 2 3 4 9 5 6 7 8 10 16 17
16 17 18 19
11 16 16
Available TI TI to Check
Full TI Border TI TI to rebuild
Actual TI TI checked Delete
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Path Generator
TIs Union
New center= 2 ∗ 𝑃𝑜𝑠𝑐𝑜𝑟𝑟𝑖𝑑𝑜𝑟 − 𝐶𝑒𝑛𝑡𝑒𝑟𝑇𝐼
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Path Generator
Union of TIs
Border face from
Inception face
Border face from
limit face
TI father
New TI
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Path Generator
Collisions detection
Have
GhostLayer?
Mark to destroy Do nothing
Does the TI
belong to a lower
order?
Is the TI of
lower order?
Add collider TI to
collision list
No
Does it belong to
TI father?
No
Yes
Yes Yes
No
Yes
No
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Path Generator
Collision Detection
Can be rebuild
Add collided face to block face list.
Generate new face selection.
Regenerate the TI
Check again collision
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Path Generator
Collision Detection
Can not be rebuild
Delete the TI
Repair TI’s father
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Custom Physics
The character controller is covered by spherical
gravitational field.
Force
Force
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Space Division
Virtual space was voxelizated into cubes with the
same size as TI
A margin was created to avoid uncontroled collision
and limit the representation
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Result Children Rebuild Repair Check Move Total
FIREFOX -PLAYER- YOUTUBE-HIBERNATE 240,2 104,6 36,4 416 2,4 799
FIREFOX-PLAYER 228,6 99,8 35,4 397,4 2 769,2
UNITY-EXCEL 229,4 101,4 36 377,8 2 751,8
FIREFOX-CHROME-OPERA- ALL YOUTUBE 241 103,4 36 392,2 2 784,4
GTX660M 226,6 99,6 35,2 391,8 2 760,8
UNITY 226,8 100 35,4 399 2,2 769
RESTARTED 226,8 98,6 41,8 387,8 1,8 761,8
Average 231,34 101,06 36,60 394,57 2,06 770,86
Standar Deviation 5,94 2,04 2,16 10,87 0,18 14,77
0100200300400500600700800900
children
rebuild
repair
check
move
total
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Conclusion
This paper presents a new procedural technique to
generate a hypermuseum
from a TI. It could be adapted to generate any kind of
scene.
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Conclusion
The user walks into an infinite 3D scene created at the
same time that it is gone over.
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Conclusion
This kind of procedural generation presents a new
point of view to understand hypermuseums.
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Future Works
Improvement of collision system
Creation of custom collision system
Adapt other kinds of figures to work, making more complex scenes and better adapted to the user needs