Araştırma Makalesi
BibTex RIS Kaynak Göster
Yıl 2022, Cilt: 8 Sayı: 1, 8 - 18, 28.06.2022
https://doi.org/10.22531/muglajsci.988965

Öz

Kaynakça

  • Kim, J. S., Kavak, H. and Crooks, A., “Procedural city generation beyond game development”, SIGSPATIAL Special, 10(2), pp. 34-41, 2018.
  • van der Zee, A. and de Vries, B., “Modeling of RL-Cities”, 30th International Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2012), eCAADe and CVUT, Faculty of Architecture, pp. 375-380, 2012.
  • Prusinkiewicz, P. and Lindenmayer, A., The algorithmic beauty of plants. Springer Science & Business Media, 2012.
  • Kelly, G. and McCabe, H., “Citygen: An interactive system for procedural city generation”, Fifth International Conference on Game Design and Technology, pp. 8-16, 2007.
  • Whelan, G., Kelly, G. and McCabe, H., “Roll your own city”, Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts, pp. 534-535, 2008.
  • Sun, J., Yu, X., Baciu, G. and Green, M., “Template-based generation of road networks for virtual city modeling”, Proceedings of the ACM symposium on Virtual reality software and technology, pp. 33-40, 2002.
  • Lechner, T., Watson, B. and Wilensky, U., “Procedural city modeling”, 1st Midwestern Graphics Conference, 2003.
  • Hartmann, S., Weinmann, M., Wessel, R. and Klein, R., “Streetgan: Towards road network synthesis with generative adversarial networks”, 25th International Conference on Central Europe on Computer Graphics, Visualization and Computer Vision (WSCG), pp. 133-142, 2017.
  • Yang, Y. L., Wang, J., Vouga, E. and Wonka, P., “Urban pattern: Layout design by hierarchical domain splitting”, ACM Transactions on Graphics (TOG), 32(6), pp. 1-12, 2013.
  • Vanegas, C. A., Kelly, T., Weber, B., Halatsch, J., Aliaga, D. G. and Müller, P., “Procedural generation of parcels in urban modeling”, Computer graphics forum, Oxford, UK: Blackwell Publishing Ltd, Vol. 31, No. 2pt3, pp. 681-690, 2012.
  • Seifert, N., Mühlhaus, M. and Petzold, F., “A parametric 3d city model: basis for decision support in inner-city development”, Proceedings of the 16th International Conference on Computing in Civil and Building Engineering, pp. 1285-1292, 2016.
  • Greuter, S., Parker, J., Stewart, N. and Leach, G., “Real-time procedural generation of pseudo infinite cities”, Proceedings of the 1st international conference on Computer graphics and interactive techniques in Australasia and South East Asia, pp. 87-ff, 2003.
  • Wonka, P., Wimmer, M., Sillion, F. and Ribarsky, W., “Instant architecture”, ACM Transactions on Graphics (TOG), 22(3), pp. 669-677, 2003.
  • Müller, P., Wonka, P., Haegler, S., Ulmer, A. and Van Gool, L., “Procedural modeling of buildings”, ACM SIGGRAPH 2006 Papers, pp. 614-623, 2006.
  • Schwarz, M. and Müller, P., “Advanced procedural modeling of architecture”, ACM Transactions on Graphics (TOG), 34(4), pp. 1-12, 2015.
  • Groenewegen, S. A., Smelik, R. M., de Kraker, K. J. and Bidarra, R., “Procedural city layout generation based on urban land use models”, Short Paper Proceedings of Eurographics 2009, 2009.
  • Bustard, J. D. and de Valmency, L. P., “PatchCity: Procedural City Generation using Texture Synthesis”, IRISH MACHINE VISION & IMAGE PROCESSING Conference proceedings 2015, 2015.
  • Kim, S., Kim, D. and Choi, S., “CityCraft: 3D virtual city creation from a single image”, The Visual Computer, 36(5), pp. 911-924, 2020.
  • Steinberger, M., Kenzel, M., Kainz, B., Wonka, P. and Schmalstieg, D., “On‐the‐fly generation and rendering of infinite cities on the GPU”, Computer graphics forum, Vol. 33, No. 2, pp. 105-114, 2014.
  • Parish, Y. I. and Müller, P., “Procedural modeling of cities”, Proceedings of the 28th annual conference on Computer graphics and interactive techniques, pp. 301-308, 2001.
  • Kearsley, G. W., “Teaching urban geography: The Burgess model”, New Zealand Journal of Geography, 75(1), pp.10-13, 1983.
  • Şenol, H. İ. and Kaya, Y., “İnternet Tabanlı Veri Kullanımıyla Yerleşim Alanlarının Modellenmesi: Çiftlikköy Kampüsü Örneği”, Türkiye Fotogrametri Dergisi, 1(1), pp.11-16, 2019.
  • Şenol, H. İ., Ernst, F. B., & Akdağ, S., “Kentsel Dönüşüm Alanlarının Geotasarım Yöntemi ile Planlanması: Eyyübiye Örneği”, Harran Üniversitesi Mühendislik Dergisi, 3(3), pp. 63-69, 2018.
  • Ernst, F., Erdoğan, S., Yılmaz, M., Ulukavak, M., Şenol, H. İ., Memduhoğlu, A., & Çullu, M. A., “Geodesign For Urban Planning – The Example Of Harran University's Campus Masterplan”, International Journal of Environmental Trends (IJENT), 3(1), pp. 17-30, 2019.
  • Biljecki, F., Stoter, J., Ledoux, H., Zlatanova, S., & Çöltekin, A., “Applications of 3D city models: State of the art review”, ISPRS International Journal of Geo-Information, 4(4), pp. 2842-2889, 2015.
  • Buyuksalih, I., Bayburt, S., Buyuksalih, G., Baskaraca, A. P., Karim, H., & Rahman, A. A., “3D Modelling and Visualization Based on The Unity Game Engine-Advantages and Challenges”, ISPRS Annals of Photogrammetry, Remote Sensing & Spatial Information Sciences, 4, 2017

A GRID-BASED MULTI-ZONE BURGESS APPROACH FOR FAST PROCEDURAL CITY GENERATION FROM SCRATCH

Yıl 2022, Cilt: 8 Sayı: 1, 8 - 18, 28.06.2022
https://doi.org/10.22531/muglajsci.988965

Öz

In this work, we present a novel methodology for procedural city generation from scratch, with the main goal of producing realistically structured cities with as little user input as possible. The methodology offers a thorough solution including procedural zone generation, procedural road network generation, procedural parcellation and procedural building generation. As we adopt a Burgess development model, the generated cities are complete with various zones of urban and suburban districts and public structures such as parks, schools, hospitals and police stations. We demonstrate the practicality of the proposed methodology via an application featured with a simple easy-to-use interface. The advantages of the proposed methodology, such as fast generation time and low resource requirements, are demonstrated in comparison to a similar commercial city generation engine.

Kaynakça

  • Kim, J. S., Kavak, H. and Crooks, A., “Procedural city generation beyond game development”, SIGSPATIAL Special, 10(2), pp. 34-41, 2018.
  • van der Zee, A. and de Vries, B., “Modeling of RL-Cities”, 30th International Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2012), eCAADe and CVUT, Faculty of Architecture, pp. 375-380, 2012.
  • Prusinkiewicz, P. and Lindenmayer, A., The algorithmic beauty of plants. Springer Science & Business Media, 2012.
  • Kelly, G. and McCabe, H., “Citygen: An interactive system for procedural city generation”, Fifth International Conference on Game Design and Technology, pp. 8-16, 2007.
  • Whelan, G., Kelly, G. and McCabe, H., “Roll your own city”, Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts, pp. 534-535, 2008.
  • Sun, J., Yu, X., Baciu, G. and Green, M., “Template-based generation of road networks for virtual city modeling”, Proceedings of the ACM symposium on Virtual reality software and technology, pp. 33-40, 2002.
  • Lechner, T., Watson, B. and Wilensky, U., “Procedural city modeling”, 1st Midwestern Graphics Conference, 2003.
  • Hartmann, S., Weinmann, M., Wessel, R. and Klein, R., “Streetgan: Towards road network synthesis with generative adversarial networks”, 25th International Conference on Central Europe on Computer Graphics, Visualization and Computer Vision (WSCG), pp. 133-142, 2017.
  • Yang, Y. L., Wang, J., Vouga, E. and Wonka, P., “Urban pattern: Layout design by hierarchical domain splitting”, ACM Transactions on Graphics (TOG), 32(6), pp. 1-12, 2013.
  • Vanegas, C. A., Kelly, T., Weber, B., Halatsch, J., Aliaga, D. G. and Müller, P., “Procedural generation of parcels in urban modeling”, Computer graphics forum, Oxford, UK: Blackwell Publishing Ltd, Vol. 31, No. 2pt3, pp. 681-690, 2012.
  • Seifert, N., Mühlhaus, M. and Petzold, F., “A parametric 3d city model: basis for decision support in inner-city development”, Proceedings of the 16th International Conference on Computing in Civil and Building Engineering, pp. 1285-1292, 2016.
  • Greuter, S., Parker, J., Stewart, N. and Leach, G., “Real-time procedural generation of pseudo infinite cities”, Proceedings of the 1st international conference on Computer graphics and interactive techniques in Australasia and South East Asia, pp. 87-ff, 2003.
  • Wonka, P., Wimmer, M., Sillion, F. and Ribarsky, W., “Instant architecture”, ACM Transactions on Graphics (TOG), 22(3), pp. 669-677, 2003.
  • Müller, P., Wonka, P., Haegler, S., Ulmer, A. and Van Gool, L., “Procedural modeling of buildings”, ACM SIGGRAPH 2006 Papers, pp. 614-623, 2006.
  • Schwarz, M. and Müller, P., “Advanced procedural modeling of architecture”, ACM Transactions on Graphics (TOG), 34(4), pp. 1-12, 2015.
  • Groenewegen, S. A., Smelik, R. M., de Kraker, K. J. and Bidarra, R., “Procedural city layout generation based on urban land use models”, Short Paper Proceedings of Eurographics 2009, 2009.
  • Bustard, J. D. and de Valmency, L. P., “PatchCity: Procedural City Generation using Texture Synthesis”, IRISH MACHINE VISION & IMAGE PROCESSING Conference proceedings 2015, 2015.
  • Kim, S., Kim, D. and Choi, S., “CityCraft: 3D virtual city creation from a single image”, The Visual Computer, 36(5), pp. 911-924, 2020.
  • Steinberger, M., Kenzel, M., Kainz, B., Wonka, P. and Schmalstieg, D., “On‐the‐fly generation and rendering of infinite cities on the GPU”, Computer graphics forum, Vol. 33, No. 2, pp. 105-114, 2014.
  • Parish, Y. I. and Müller, P., “Procedural modeling of cities”, Proceedings of the 28th annual conference on Computer graphics and interactive techniques, pp. 301-308, 2001.
  • Kearsley, G. W., “Teaching urban geography: The Burgess model”, New Zealand Journal of Geography, 75(1), pp.10-13, 1983.
  • Şenol, H. İ. and Kaya, Y., “İnternet Tabanlı Veri Kullanımıyla Yerleşim Alanlarının Modellenmesi: Çiftlikköy Kampüsü Örneği”, Türkiye Fotogrametri Dergisi, 1(1), pp.11-16, 2019.
  • Şenol, H. İ., Ernst, F. B., & Akdağ, S., “Kentsel Dönüşüm Alanlarının Geotasarım Yöntemi ile Planlanması: Eyyübiye Örneği”, Harran Üniversitesi Mühendislik Dergisi, 3(3), pp. 63-69, 2018.
  • Ernst, F., Erdoğan, S., Yılmaz, M., Ulukavak, M., Şenol, H. İ., Memduhoğlu, A., & Çullu, M. A., “Geodesign For Urban Planning – The Example Of Harran University's Campus Masterplan”, International Journal of Environmental Trends (IJENT), 3(1), pp. 17-30, 2019.
  • Biljecki, F., Stoter, J., Ledoux, H., Zlatanova, S., & Çöltekin, A., “Applications of 3D city models: State of the art review”, ISPRS International Journal of Geo-Information, 4(4), pp. 2842-2889, 2015.
  • Buyuksalih, I., Bayburt, S., Buyuksalih, G., Baskaraca, A. P., Karim, H., & Rahman, A. A., “3D Modelling and Visualization Based on The Unity Game Engine-Advantages and Challenges”, ISPRS Annals of Photogrammetry, Remote Sensing & Spatial Information Sciences, 4, 2017
Toplam 26 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Mühendislik
Bölüm Makaleler
Yazarlar

Buğra Yener Şahinoğlu Bu kişi benim 0000-0001-9967-0781

Ufuk Çelikcan 0000-0001-6421-185X

Erken Görünüm Tarihi 16 Mayıs 2022
Yayımlanma Tarihi 28 Haziran 2022
Yayımlandığı Sayı Yıl 2022 Cilt: 8 Sayı: 1

Kaynak Göster

APA Şahinoğlu, B. Y., & Çelikcan, U. (2022). A GRID-BASED MULTI-ZONE BURGESS APPROACH FOR FAST PROCEDURAL CITY GENERATION FROM SCRATCH. Mugla Journal of Science and Technology, 8(1), 8-18. https://doi.org/10.22531/muglajsci.988965
AMA Şahinoğlu BY, Çelikcan U. A GRID-BASED MULTI-ZONE BURGESS APPROACH FOR FAST PROCEDURAL CITY GENERATION FROM SCRATCH. MJST. Haziran 2022;8(1):8-18. doi:10.22531/muglajsci.988965
Chicago Şahinoğlu, Buğra Yener, ve Ufuk Çelikcan. “A GRID-BASED MULTI-ZONE BURGESS APPROACH FOR FAST PROCEDURAL CITY GENERATION FROM SCRATCH”. Mugla Journal of Science and Technology 8, sy. 1 (Haziran 2022): 8-18. https://doi.org/10.22531/muglajsci.988965.
EndNote Şahinoğlu BY, Çelikcan U (01 Haziran 2022) A GRID-BASED MULTI-ZONE BURGESS APPROACH FOR FAST PROCEDURAL CITY GENERATION FROM SCRATCH. Mugla Journal of Science and Technology 8 1 8–18.
IEEE B. Y. Şahinoğlu ve U. Çelikcan, “A GRID-BASED MULTI-ZONE BURGESS APPROACH FOR FAST PROCEDURAL CITY GENERATION FROM SCRATCH”, MJST, c. 8, sy. 1, ss. 8–18, 2022, doi: 10.22531/muglajsci.988965.
ISNAD Şahinoğlu, Buğra Yener - Çelikcan, Ufuk. “A GRID-BASED MULTI-ZONE BURGESS APPROACH FOR FAST PROCEDURAL CITY GENERATION FROM SCRATCH”. Mugla Journal of Science and Technology 8/1 (Haziran 2022), 8-18. https://doi.org/10.22531/muglajsci.988965.
JAMA Şahinoğlu BY, Çelikcan U. A GRID-BASED MULTI-ZONE BURGESS APPROACH FOR FAST PROCEDURAL CITY GENERATION FROM SCRATCH. MJST. 2022;8:8–18.
MLA Şahinoğlu, Buğra Yener ve Ufuk Çelikcan. “A GRID-BASED MULTI-ZONE BURGESS APPROACH FOR FAST PROCEDURAL CITY GENERATION FROM SCRATCH”. Mugla Journal of Science and Technology, c. 8, sy. 1, 2022, ss. 8-18, doi:10.22531/muglajsci.988965.
Vancouver Şahinoğlu BY, Çelikcan U. A GRID-BASED MULTI-ZONE BURGESS APPROACH FOR FAST PROCEDURAL CITY GENERATION FROM SCRATCH. MJST. 2022;8(1):8-18.

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