Senin, 24 Oktober 2011
Procedural Modeling
08.48 |
Diposting oleh
Gblack |
Edit Entri
CityEngine uses a procedural modeling approach which means it automatically generates models through a predefined rule set. The rules are defined through a CGA shape grammar system enabling the creation of complex parametric models. A user can change or add the shape grammar as much as needed providing room for new design possibilities.
Modeling an urban environment within CityEngine usually starts out with creating a street network either with the street drawing tool or via maps imported from openstreetmap.org. Next step is to subdivide all the lots as many times as specified resulting in a urban map of lots and streets (see the New York 2259 example). Now by selecting all or some of the lots CityEngine can be instructed to start generating the buildings. Due to the underlying procedural modeling technology all buildings can be made to vary from one another to achieve a urban aesthetic. At this point the city model can be re-designed and adjusted by changing parameters or the shape grammar itself.
Label:
Procedural Modeling
|
0
komentar
Langganan:
Postingan (Atom)
Blog Archive
-
▼
2011
(157)
-
▼
Oktober
(157)
- Procedural Modeling
- Features
- History and releases
- CityEngine
- Additional rendering engines
- Modules
- Overview
- Cinema 4D
- Features
- Cheetah3D
- History
- Carrara (software)
- Sintel (Open Movie Project: Durian)
- Yo Frankie! (Open Game Project: Apricot)
- Big Buck Bunny (Open Movie Project: Peach)
- Elephants Dream (Open Movie Project: Orange)
- Use in the media industry
- Support
- Development
- Comparison with other 3D software
- File format
- Workspace management
- Numeric input
- Hotkey utilization
- Editing modes
- User interface
- Features
- Suzanne
- History
- Blender (software)
- Art of Illusion
- AC3D
- Features
- Pixol
- ZBrush
- Licensing
- Surface tool/Editable patch object
- NURBS or non-uniform rational B-spline
- Polygon modeling
- Industry usage
- Integrated Cloth Solver
- Skeletons and Inverse Kinematics (IK)
- Skinning
- Constrained Animation
- Texture Assignment/Editing
- Character Studio
- Early history and releases
- Autodesk 3ds Max
- Mastering studio
- Educational studio
- Art studio
- Studio
- Video availability
- Popeye and Superman
- U.M.M. T.V. Corp./NTA/Republic
- Acquisition by Paramount
- Later period
- Sound and color
- Silent films
- Fleischer Studios
- Word coinages
- Spinach
- Cultural origins and impact
- Video and pinball games
- Popeye (1980)
- Radio
- Theme song
- Original television cartoons
- Home video
- Theatrical Popeye cartoons on television
- Famous Studios
- Fleischer Studios
- Theatrical cartoons
- Comic books
- Artists after Segar
- Thimble Theatre and Popeye comic strips
- Characters and story
- Popeye
- List of animated feature films
- Categorization
- Definition
- Film genre
- Sources of films shown in Tournees
- History
- Typical program content
- International Tournée of Animation
- Feature-length films
- Traditional animation
- Praxinoscope (1877)
- Thaumatrope (1824)
- The magic lantern
- Zoetrope (180 AD; 1834)
- Precursors to Animation
- Virtual worlds
- Computer animation
- Interactive simulation and visualization
- Generating cloth and skin images
- Anatomical models
- Architectural scenes
- Static images and landscapes
-
▼
Oktober
(157)