Abstract. The procedural method is cutting edge in gaming and virtual
cities generation. This paper presents a novel technique for procedural
real-time scene generation using a truncated icosidodecahedron as basic
element and a custom physics system. This can generate a virtual
museum in an interactive-way. For doing this, we have created a simple
interface that enables creating a procedural scenario regarding the
user-specified patterns, like number of pieces, connection mode, seed and
constraints into the path. The scene is generated around three dimensional
edges meaning a new point of view of hypermuseums. It has its
own physics system to adapt the movement through the three dimensions
of the scene. As a result, it allows the user to create a procedural scene in
almost real-time where a user character can go over the 3D scene using
a simple interactive interface.
3. Introduction
Related Works
A survey on procedural modelling for virtual worlds
Ruben M. Smelik et al.
Aim: A complete survey with different procedural methods useful to generate features
of virtual worlds.
Real-time procedural generation of ‘pseudo infinite’ cities
Stefan Greuter et al.
Aim: Describe a generation of “pseudo infinite” procedural city.
Building virtual and augmented reality museum exhibitions
Rafal Wojciechowski et al.
Aim: Generates virtual content in which visitors can interact on a display
or via web.
6. Selection of Useful Faces
Figure 1 Figure 3Figure 2
Useful faces: face selected
Border faces: faces connected to a face
Limit faces: face without all their border faces
7. Selection of Useful Faces
1 7 8 1
43 1 7 8
2 3 4
9 12
Avaible faces Limit face Border faces
All faces Face to add Inaccesible faces
3
1
78
3
42 4
8. Selection of Useful Faces
Connection mode
Full
Add all border faces, then change limit face.
Lineal
The new face is the new limit face.
Random
Random face selection.
10. Path generator
11 12 13 14 15
1 2 3 4 9 5 6 7 8 10 16 17
16 17 18 19
11 1616
Available TI TI to Check
Full TI Border TI TI to rebuild
Actual TI TI checked Delete
12. Path Generator
Union of TIs
Border face from
Inception face
Border face from
limit face
TI father
New TI
13. Path Generator
Collisions detection
Have
GhostLayer?
Mark to destroy Do nothing
Does the TI
belong to a lower
order?
Is the TI of
lower order?
Add collider TI to
collision list
No
Does it belong to
TI father?
No
Yes
Yes Yes
No
Yes
No
14. Path Generator
Collision Detection
Can be rebuild
Add collided face to block face list.
Generate new face selection.
Regenerate the TI
Check again collision
17. Space Division
Virtual space was voxelizated into cubes with the
same size as TI
A margin was created to avoid uncontroled collision
and limit the representation
21. Conclusion
This kind of procedural generation presents a new
point of view to understand hypermuseums.
22. Future Works
Improvement of collision system
Creation of custom collision system
Adapt other kinds of figures to work, making more
complex scenes and better adapted to the user needs