Speaker: Franz Spitaler (ICGA)
Procedural systems are a great way to create a lot of geometric 3D content for various purposes, e.g., computer games or feature movies. They are usually based on formal grammars theory. Nowadays, a well known approach for the generation of virtual cities is the so-called 'CGA'-grammar (computer generated architecture). It was introduced a few years ago and is widely in use, however, its major drawback is the complexity and amount of code that has to be written to create good-looking results. To overcome this problem, a visual editor for the design of buildings is introduced in this thesis. It allows the user to define the aspects of a building in a top-down manner, including their interiors. Starting from the amount of floors, the user is able to define how rooms should be distributed including cross-floor relations, like staircases or elevators. Using 'generation-rules' the user is also able to add more details to the interior (e.g., furniture) and exterior (e.g. facades, plants, etc.). We demonstrate that our technique can create a great variety of visually appealing and realistic results.