Duplicating road patterns in south african informal settlements using procedural techniques
- Glass, Kevin R, Morkel, Chantelle, Bangay, Shaun D
- Authors: Glass, Kevin R , Morkel, Chantelle , Bangay, Shaun D
- Date: 2006
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432875 , vital:72909 , https://doi.org/10.1145/1108590.1108616
- Description: The formation of informal settlements in and around urban complexes has largely been ignored in the context of procedural city modeling. However, many cities in South Africa and globally can attest to the presence of such settlements. This paper analyses the phenomenon of informal settlements from a procedural modeling perspective. Aerial photography from two South African urban complexes, namely Johannesburg and Cape Town is used as a basis for the extraction of various features that distinguish different types of settlements. In particular, the road patterns which have formed within such settlements are analysed, and various procedural techniques proposed (including Voronoi diagrams, subdivision and L-systems) to replicate the identified features. A qualitative assessment of the procedural techniques is provided, and the most suitable combination of techniques identified for unstructured and structured settlements. In particular it is found that a combination of Voronoi diagrams and subdivision provides the closest match to unstructured informal settlements. A combination of L-systems, Voronoi diagrams and subdivision is found to produce the closest pattern to a structured informal settlement.
- Full Text:
- Date Issued: 2006
- Authors: Glass, Kevin R , Morkel, Chantelle , Bangay, Shaun D
- Date: 2006
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432875 , vital:72909 , https://doi.org/10.1145/1108590.1108616
- Description: The formation of informal settlements in and around urban complexes has largely been ignored in the context of procedural city modeling. However, many cities in South Africa and globally can attest to the presence of such settlements. This paper analyses the phenomenon of informal settlements from a procedural modeling perspective. Aerial photography from two South African urban complexes, namely Johannesburg and Cape Town is used as a basis for the extraction of various features that distinguish different types of settlements. In particular, the road patterns which have formed within such settlements are analysed, and various procedural techniques proposed (including Voronoi diagrams, subdivision and L-systems) to replicate the identified features. A qualitative assessment of the procedural techniques is provided, and the most suitable combination of techniques identified for unstructured and structured settlements. In particular it is found that a combination of Voronoi diagrams and subdivision provides the closest match to unstructured informal settlements. A combination of L-systems, Voronoi diagrams and subdivision is found to produce the closest pattern to a structured informal settlement.
- Full Text:
- Date Issued: 2006
Graph matching with subdivision surfaces for texture synthesis on surfaces
- Bangay, Shaun D, Morkel, Chantelle
- Authors: Bangay, Shaun D , Morkel, Chantelle
- Date: 2006
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433351 , vital:72964 , https://doi.org/10.1145/1108590.1108601
- Description: Existing texture synthesis-from example strategies for polygon meshes typically make use of three components: a multi-resolution mesh hierarchy that allows the overall nature of the pattern to be reproduced before filling in detail; a matching strategy that extends the synthesized texture using the best fit from a texture sample; and a transfer mechanism that copies the selected portion of the texture sample to the target surface. We introduce novel alternatives for each of these components. Use of √2-subdivision surfaces provides the mesh hierarchy and allows fine control over the surface complexity. Adaptive subdivision is used to create an even vertex distribution over the surface. Use of the graph defined by a surface region for matching, rather than a regular texture neighbourhood, provides for flexible control over the scale of the texture and allows simultaneous matching against multiple levels of an image pyramid created from the texture sample. We use graph cuts for texture transfer, adapting this scheme to the context of surface synthesis. The resulting surface textures are realistic, tolerant of local mesh detail and are comparable to results produced by texture neighbourhood sampling approaches.
- Full Text:
- Date Issued: 2006
- Authors: Bangay, Shaun D , Morkel, Chantelle
- Date: 2006
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433351 , vital:72964 , https://doi.org/10.1145/1108590.1108601
- Description: Existing texture synthesis-from example strategies for polygon meshes typically make use of three components: a multi-resolution mesh hierarchy that allows the overall nature of the pattern to be reproduced before filling in detail; a matching strategy that extends the synthesized texture using the best fit from a texture sample; and a transfer mechanism that copies the selected portion of the texture sample to the target surface. We introduce novel alternatives for each of these components. Use of √2-subdivision surfaces provides the mesh hierarchy and allows fine control over the surface complexity. Adaptive subdivision is used to create an even vertex distribution over the surface. Use of the graph defined by a surface region for matching, rather than a regular texture neighbourhood, provides for flexible control over the scale of the texture and allows simultaneous matching against multiple levels of an image pyramid created from the texture sample. We use graph cuts for texture transfer, adapting this scheme to the context of surface synthesis. The resulting surface textures are realistic, tolerant of local mesh detail and are comparable to results produced by texture neighbourhood sampling approaches.
- Full Text:
- Date Issued: 2006
Non-interactive modeling tools and support environment for procedural geometry generation
- Authors: Morkel, Chantelle
- Date: 2006
- Subjects: Computer graphics -- Mathematical models , Three-dimensional display systems , Computer simulation
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4644 , http://hdl.handle.net/10962/d1006589 , Computer graphics -- Mathematical models , Three-dimensional display systems , Computer simulation
- Description: This research examines procedural modeling in the eld of computer graphics. Procedural modeling automates the generation of objects by representing models as procedures that provide a description of the process required to create the model. The problem we solve with this research is the creation of a procedural modeling environment that consists of a procedural modeling language and a set of non-interactive modeling tools. A goal of this research is to provide comparisons between 3D manual modeling and procedural modeling, which focus on the modeling strategies, tools and model representations used by each modeling paradigm. A procedural modeling language is presented that has the same facilities and features of existing procedural modeling languages. In addition, features such as caching and a pseudorandom number generator is included, demonstrating the advantages of a procedural modeling paradigm. The non-interactive tools created within the procedural modeling framework are selection, extrusion, subdivision, curve shaping and stitching. In order to demonstrate the usefulness of the procedural modeling framework, human and furniture models are created using this procedural modeling environment. Various techniques are presented to generate these objects, and may be used to create a variety of other models. A detailed discussion of each technique is provided. Six experiments are conducted to test the support of the procedural modeling benets provided by this non- interactive modeling environment. The experiments test, namely parameterisation, re-usability, base-shape independence, model complexity, the generation of reproducible random numbers and caching. We prove that a number of distinct models can be generated from a single procedure through the use parameterisation. Modeling procedures and sub-procedures are re-usable and can be applied to different models. Procedures can be base-shape independent. The level of complexity of a model can be increased by repeatedly applying geometry to the model. The pseudo-random number generator is capable of generating reproducible random numbers. The caching facility reduces the time required to generate a model that uses repetitive geometry.
- Full Text:
- Date Issued: 2006
- Authors: Morkel, Chantelle
- Date: 2006
- Subjects: Computer graphics -- Mathematical models , Three-dimensional display systems , Computer simulation
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4644 , http://hdl.handle.net/10962/d1006589 , Computer graphics -- Mathematical models , Three-dimensional display systems , Computer simulation
- Description: This research examines procedural modeling in the eld of computer graphics. Procedural modeling automates the generation of objects by representing models as procedures that provide a description of the process required to create the model. The problem we solve with this research is the creation of a procedural modeling environment that consists of a procedural modeling language and a set of non-interactive modeling tools. A goal of this research is to provide comparisons between 3D manual modeling and procedural modeling, which focus on the modeling strategies, tools and model representations used by each modeling paradigm. A procedural modeling language is presented that has the same facilities and features of existing procedural modeling languages. In addition, features such as caching and a pseudorandom number generator is included, demonstrating the advantages of a procedural modeling paradigm. The non-interactive tools created within the procedural modeling framework are selection, extrusion, subdivision, curve shaping and stitching. In order to demonstrate the usefulness of the procedural modeling framework, human and furniture models are created using this procedural modeling environment. Various techniques are presented to generate these objects, and may be used to create a variety of other models. A detailed discussion of each technique is provided. Six experiments are conducted to test the support of the procedural modeling benets provided by this non- interactive modeling environment. The experiments test, namely parameterisation, re-usability, base-shape independence, model complexity, the generation of reproducible random numbers and caching. We prove that a number of distinct models can be generated from a single procedure through the use parameterisation. Modeling procedures and sub-procedures are re-usable and can be applied to different models. Procedures can be base-shape independent. The level of complexity of a model can be increased by repeatedly applying geometry to the model. The pseudo-random number generator is capable of generating reproducible random numbers. The caching facility reduces the time required to generate a model that uses repetitive geometry.
- Full Text:
- Date Issued: 2006
Procedural modeling facilities for hierarchical object generation
- Morkel, Chantelle, Bangay, Shaun D
- Authors: Morkel, Chantelle , Bangay, Shaun D
- Date: 2006
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433268 , vital:72958 , https://doi.org/10.1145/1108590.1108614
- Description: We modify a selection of interactive modeling tools for use in a procedural modeling environment. These tools are selection, extrusion, subdivision and curve shaping. We create human models to demonstrate that these tools are appropriate for use on hierarchical objects. Our tools support the main benefits of procedural modeling, which are: the use of parameterisation to control and very a model, varying levels of detail, increased model complexity, base shape independence and database amplification. We demonstrate scripts which provide each of these benefits.
- Full Text:
- Date Issued: 2006
- Authors: Morkel, Chantelle , Bangay, Shaun D
- Date: 2006
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433268 , vital:72958 , https://doi.org/10.1145/1108590.1108614
- Description: We modify a selection of interactive modeling tools for use in a procedural modeling environment. These tools are selection, extrusion, subdivision and curve shaping. We create human models to demonstrate that these tools are appropriate for use on hierarchical objects. Our tools support the main benefits of procedural modeling, which are: the use of parameterisation to control and very a model, varying levels of detail, increased model complexity, base shape independence and database amplification. We demonstrate scripts which provide each of these benefits.
- Full Text:
- Date Issued: 2006
Rendering Primitives for a Virtual Holodeck
- Morkel, Chantelle, Bangay, Shaun D
- Authors: Morkel, Chantelle , Bangay, Shaun D
- Date: 2001
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432795 , vital:72901 , https://www.cs.ru.ac.za/research/groups/vrsig/pastprojects/039virtualholodeck/paper02.pdf
- Description: The main objective of this research is to implement a “Star Trek”-like holodeck in a computer environment. An experiment to create graphical primitives and images solely out of spheres is being conducted. We investigate several approaches of creating primitives using spheres, and then using these primitives to create images. Initial results of this experiment are presented and we conclude that using spheres to create primitives and images is a viable approach to creating realistic-looking three-dimensional (3D) images.
- Full Text:
- Date Issued: 2001
- Authors: Morkel, Chantelle , Bangay, Shaun D
- Date: 2001
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432795 , vital:72901 , https://www.cs.ru.ac.za/research/groups/vrsig/pastprojects/039virtualholodeck/paper02.pdf
- Description: The main objective of this research is to implement a “Star Trek”-like holodeck in a computer environment. An experiment to create graphical primitives and images solely out of spheres is being conducted. We investigate several approaches of creating primitives using spheres, and then using these primitives to create images. Initial results of this experiment are presented and we conclude that using spheres to create primitives and images is a viable approach to creating realistic-looking three-dimensional (3D) images.
- Full Text:
- Date Issued: 2001
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