Procedural Modeling of Interconnected Structures.

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Title: Procedural Modeling of Interconnected Structures.
Authors: Krecklau, Lars1, Kobbelt, Leif1
Source: Computer Graphics Forum. Apr2011, Vol. 30 Issue 2, p335-344. 10p. 3 Color Photographs, 8 Diagrams.
Subjects: Computer-generated imagery films, Computer-generated imagery, Video games, 3-D films, Three-dimensional display systems
Abstract: The complexity and detail of geometric scenes that are used in today's computer animated films and interactive games have reached a level where the manual creation by traditional 3D modeling tools has become infeasible. This is why procedural modeling concepts have been developed which generate highly complex 3D models by automatically executing a set of formal construction rules. Well-known examples are variants of L-systems which describe the bottom-up growth process of plants and shape grammars which define architectural buildings by decomposing blocks in a top-down fashion. However, none of these approaches allows for the easy generation of interconnected structures such as bridges or roller coasters where a functional interaction between rigid and deformable parts of an object is needed. Our approach mainly relies on the top-down decomposition principle of shape grammars to create an arbitrarily complex but well structured layout. During this process, potential attaching points are collected in containers which represent the set of candidates to establish interconnections. Our grammar then uses either abstract connection patterns or geometric queries to determine elements in those containers that are to be connected. The two different types of connections that our system supports are rigid object chains and deformable beams. The former type is constructed by inverse kinematics, the latter by spline interpolation. We demonstrate the descriptive power of our grammar by example models of bridges, roller coasters, and wall-mounted catenaries. [ABSTRACT FROM AUTHOR]
Copyright of Computer Graphics Forum is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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  Data: <searchLink fieldCode="JN" term="%22Computer+Graphics+Forum%22">Computer Graphics Forum</searchLink>. Apr2011, Vol. 30 Issue 2, p335-344. 10p. 3 Color Photographs, 8 Diagrams.
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  Data: <searchLink fieldCode="DE" term="%22Computer-generated+imagery+films%22">Computer-generated imagery films</searchLink><br /><searchLink fieldCode="DE" term="%22Computer-generated+imagery%22">Computer-generated imagery</searchLink><br /><searchLink fieldCode="DE" term="%22Video+games%22">Video games</searchLink><br /><searchLink fieldCode="DE" term="%223-D+films%22">3-D films</searchLink><br /><searchLink fieldCode="DE" term="%22Three-dimensional+display+systems%22">Three-dimensional display systems</searchLink>
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  Data: The complexity and detail of geometric scenes that are used in today's computer animated films and interactive games have reached a level where the manual creation by traditional 3D modeling tools has become infeasible. This is why procedural modeling concepts have been developed which generate highly complex 3D models by automatically executing a set of formal construction rules. Well-known examples are variants of L-systems which describe the bottom-up growth process of plants and shape grammars which define architectural buildings by decomposing blocks in a top-down fashion. However, none of these approaches allows for the easy generation of interconnected structures such as bridges or roller coasters where a functional interaction between rigid and deformable parts of an object is needed. Our approach mainly relies on the top-down decomposition principle of shape grammars to create an arbitrarily complex but well structured layout. During this process, potential attaching points are collected in containers which represent the set of candidates to establish interconnections. Our grammar then uses either abstract connection patterns or geometric queries to determine elements in those containers that are to be connected. The two different types of connections that our system supports are rigid object chains and deformable beams. The former type is constructed by inverse kinematics, the latter by spline interpolation. We demonstrate the descriptive power of our grammar by example models of bridges, roller coasters, and wall-mounted catenaries. [ABSTRACT FROM AUTHOR]
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  Data: <i>Copyright of Computer Graphics Forum is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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        Value: 10.1111/j.1467-8659.2011.01864.x
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      – Code: eng
        Text: English
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        PageCount: 10
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      – SubjectFull: Computer-generated imagery films
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      – SubjectFull: Computer-generated imagery
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      – SubjectFull: Three-dimensional display systems
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              Text: Apr2011
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