geometry synthesis mathias ricken rice undergraduate scholar program november 11, 2003

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Geometry Synthesis Mathias Ricken Rice Undergraduate Scholar Program November 11, 2003

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Page 1: Geometry Synthesis Mathias Ricken Rice Undergraduate Scholar Program November 11, 2003

Geometry Synthesis

Mathias Ricken

Rice Undergraduate Scholar Program

November 11, 2003

Page 2: Geometry Synthesis Mathias Ricken Rice Undergraduate Scholar Program November 11, 2003

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OverviewComputer-Generated Geometry

Uses Creation

Previous Work Landscapes Mazes Problems

Geometry Synthesis Parametric synthesis Synthesis by analogy

Page 3: Geometry Synthesis Mathias Ricken Rice Undergraduate Scholar Program November 11, 2003

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Computer-Generated Geometry1

Page 4: Geometry Synthesis Mathias Ricken Rice Undergraduate Scholar Program November 11, 2003

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Creating GeometryHand-Crafted

Computer games

1 Man-Year for 40 hours of game play 2

Automation Lower costs Better training Higher replay value

Page 5: Geometry Synthesis Mathias Ricken Rice Undergraduate Scholar Program November 11, 2003

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Landscapes

3

Page 6: Geometry Synthesis Mathias Ricken Rice Undergraduate Scholar Program November 11, 2003

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Landscapes

Filters Smoothen or roughen landscape Add rivers and lakes

Height Map Matrix of numbers

e.g. one per square foot Numbers

Elevation

Page 7: Geometry Synthesis Mathias Ricken Rice Undergraduate Scholar Program November 11, 2003

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Mazes

Page 8: Geometry Synthesis Mathias Ricken Rice Undergraduate Scholar Program November 11, 2003

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Mazes

Recursive Backtracking Regular grid 2-Dimensional

Creates perfect mazes All cells connected in

exactly one way No loops

algorithm explained in extra slides

Page 9: Geometry Synthesis Mathias Ricken Rice Undergraduate Scholar Program November 11, 2003

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ProblemsLandscapes

Large scale, but low detail Only natural, not artificial

Mazes 2-dimensional Small scale Not reminiscent of human

architecture

Page 10: Geometry Synthesis Mathias Ricken Rice Undergraduate Scholar Program November 11, 2003

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Proposed Project

Create meaningful geometry Similar to human architecture 3-dimensional High detail

Algorithms Parametric synthesis Synthesis by analogy

Page 11: Geometry Synthesis Mathias Ricken Rice Undergraduate Scholar Program November 11, 2003

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Parametric Synthesis

Create a network of rooms and corridors Generalization of DungeonMaker algorithm 4

Tunnelers, agents (“robots”) Randomly

Probabilities controlled by parameters

change direction create rooms create branches

Page 12: Geometry Synthesis Mathias Ricken Rice Undergraduate Scholar Program November 11, 2003

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4

Parametric Synthesis

Page 13: Geometry Synthesis Mathias Ricken Rice Undergraduate Scholar Program November 11, 2003

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Generalize 3D, not 2D Not grid-based

Examples of Parameters Frequencies Dimensions Angles Alignment

4

Parametric Synthesis

Page 14: Geometry Synthesis Mathias Ricken Rice Undergraduate Scholar Program November 11, 2003

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Synthesis by Analogy

Automatically enhance bare geometry created by parametric synthesis Use design templates Add colors, patterns, details

5

Page 15: Geometry Synthesis Mathias Ricken Rice Undergraduate Scholar Program November 11, 2003

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Texture Synthesis by AnalogyGiven small texture, create arbitrarily

large similar texture Few visual flaws

Similar to a jigsaw puzzle Look at the surrounding pieces

(neighborhood) and pick best match Does not have to be perfect fit Pieces can be used more than once or not

at all

Page 16: Geometry Synthesis Mathias Ricken Rice Undergraduate Scholar Program November 11, 2003

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Texture Synthesis by AnalogyTemplate Synthesis Target

1. Randomly pick first color

2. Move left to right, top to bottom

3. Pick neighborhood that matches best

Page 17: Geometry Synthesis Mathias Ricken Rice Undergraduate Scholar Program November 11, 2003

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Texture Synthesis by AnalogyTemplate Synthesis Target

1. Randomly pick first color

2. Move left to right, top to bottom

3. Pick neighborhood that matches best

Page 18: Geometry Synthesis Mathias Ricken Rice Undergraduate Scholar Program November 11, 2003

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Texture Synthesis by Analogy

Large features require large neighborhood

Source 5 x 5 7 x 7 9 x 9

6

Page 19: Geometry Synthesis Mathias Ricken Rice Undergraduate Scholar Program November 11, 2003

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Geometry Synthesis by Analogy

Geometry can be represented by matrix Distance to next surface Implicit representation

Positive inside Negative outside Zero surface

Convert geometry into matrixApply synthesis by analogy to it

7

Page 20: Geometry Synthesis Mathias Ricken Rice Undergraduate Scholar Program November 11, 2003

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Geometry Synthesis by AnalogyPrevious research in two dimensions

Generalize from 2D to 3D

Improve speed

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Page 21: Geometry Synthesis Mathias Ricken Rice Undergraduate Scholar Program November 11, 2003

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Editor

Build application Graphical user interface 3D display Support all synthesis steps

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Page 22: Geometry Synthesis Mathias Ricken Rice Undergraduate Scholar Program November 11, 2003

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Notes

[1] Lord of the Rings. New Line Cinema.

Beasts. Comp 460, Rice University.

Midfield Terminal Complex. Southwest Florida International Airport.

Dynamic Flight Simulator. Naval Warfare Center, Westminster, Penn. United States Navy.

[2] Rollings, A., and Morris, D. Game Architecture and Design.

[3] Terragen. Planetside Software. http://www.planetside.co.uk/terragen/

[4] DungeonMaker. Dr. P. Henningsen.http://dungeonmaker.sourceforge.net/

Page 23: Geometry Synthesis Mathias Ricken Rice Undergraduate Scholar Program November 11, 2003

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Notes

[5] Illustration. Hive Assault. Comp 460, Rice University.

[6] Wei, Li-Yi. Texture Synthesis by Fixed Neighborhood Searching. Ph.D. thesis.

[7] Implicit Modeling Editor. Scott Schaefer, Rice University.

[8] Actual synthesis result. Geometry Synthesis by Analogy. Mathias Ricken, Rice University

(unpublished).

[9] Illustration.

Page 24: Geometry Synthesis Mathias Ricken Rice Undergraduate Scholar Program November 11, 2003

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Extra Slides

Recursive Backtracking

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Recursive Backtracking Square grid Start in one cell Pick a neighboring

cell that has never been reached before and tear down the wall to it Remember previous

cell If no unvisited

neighboring cell, backtrack

No more unvisited

neighbors, backtrack!

Unvisited neighbor to the

north. Tear down wall!