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Item CEIG 2024: Frontmatter(The Eurographics Association, 2024) Marco, Julio; Patow, Gustavo; Marco, Julio; Patow, GustavoItem Tools for Structural Analysis and Optimization of Procedural Masonry Buildings(The Eurographics Association, 2016) Fita, Josep Lluis; Besuievsky, Gonzalo; Patow, Gustavo; Alejandro Garcia-Alonso and Belen MasiaWe present a set of off-the-shelf tools that will enable structural simulations and optimization into procedural modeled masonry buildings, as historical buildings like cathedrals or churches. For instance, with our tools we are capable of easily knowing whether the roof of a given masonry structure is sound, if it falls down, and, in the later case, even which brick of this structure has moved. For this we integrate a set of custom tools into the available Houdini platform [Sid12], together with the freely available Bullet engine and a set of Python scripts to quickly and efficiently simulate masonry structures.Item Procedural Semantic Cities(The Eurographics Association, 2017) Rogla, Otger; Pelechano, Nuria; Patow, Gustavo; Fco. Javier Melero and Nuria PelechanoProcedural modeling of virtual cities has achieved high levels of realism with little effort from the user. One can rapidly obtain a large city using off-the-shelf software based on procedural techniques, such as the use of CGA. However in order to obtain realistic virtual cities it is necessary to include virtual humanoids that behave realistically adapting to such environment. The first step towards achieving this goal requires tagging the environment with semantics, which is a time consuming task usually done by hand. In this paper we propose a framework to rapidly generate virtual cities with semantics that can be used to drive the behavior of the virtual pedestrians. Ideally, the user would like to have some freedom between fully automatic generation and usage of pre-existing data. Existing data can be useful for two reasons: re-usability, and copying real cities fully or partly to develop virtual environments. In this paper we propose a framework to create such semantically augmented cities from either a fully procedural method, or using data from OpenStreetMap. Our framework has been integrated with Unreal Engine 4.Item Reusable Procedural Building Parts(The Eurographics Association, 2022) Arangua, Alejandro; Patow, Gustavo; Besuievsky, Gonzalo; Posada, Jorge; Serrano, AnaWith the increase in popularity of procedural urban modeling for film, TV, and interactive entertainment, an urgent need for editing tools to support procedural content creation has become apparent. In this paper, we present an end-to-end system for creating a library of reusable procedural parts in a rule-based setting to address this need. No trivial extension exists to perform this action in a way such that the resulting ruleset is ready for production. For procedural reusable parts, we need to handle the rulesets extracted from the source graphs, and later on, merge them with a target graph to obtain a final consistent ruleset. As one of the main contributions of our system, we introduce a library of reusable parts that could be seamlessly glued to other graphs and obtain consistent new procedural buildings. Hence, we focus on intuitive and minimal user interaction, and our editing operations perform interactively to provide immediate feedback.Item Knight Lore 20xx: Bringing a Classic Game to Modern Technology(The Eurographics Association, 2016) Galvany, Ricard; Patow, Gustavo; Alejandro Garcia-Alonso and Belen MasiaThis paper reports about the experience, problems encountered, and the solutions found to develop Knight Lore 20XX, an experiment of using Computer Graphics techniques to bring a classic game from the 80's to modern technology.Item An Interactive Tool for Modeling Ancient Masonry Buildings(The Eurographics Association, 2017) Fita, Josep Lluis; Besuievsky, Gonzalo; Patow, Gustavo; Fco. Javier Melero and Nuria PelechanoWe present a new pipeline of an interactive tool that combines procedural modeling of ancient masonry buildings with structural simulation. The tool has been designed for taking an input geometry of an ancient building and re-meshing it into a suitable mesh with a low quad density. Then, it creates the brick outlines on the mesh and adds the brick volumes for structural simulation. The tool was designed and built on a set of off-the-shelf tools. We tested and demonstrated its viability by modeling of a Romanesque church based on a real one from the 11th century, such as the church of Santa Maria de Agullana.Item A Level-of-Detail Technique for Urban Physics Calculations in Large Urban Environments(The Eurographics Association, 2019) Novoa, David Muñoz; Besuievsky, Gonzalo; Patow, Gustavo; Casas, Dan and Jarabo, AdriánIn many applications, such as urban physics simulations or the study of the solar impact effects at different scales, complex 3D city models are required to evaluate physical values. In this paper we present a new technique which, through the use of an electrical analogy and the calculation of sky view factors and form factors, allows to simulate and study the thermal behaviour of an urban environment, taking into account the solar and sky radiation, the air and sky temperatures, and even the thermal interaction between nearby buildings. We also show that it is possible, from a 3D recreation of a large urban environment, to simulate the heat exchanges that take place between the buildings of a city and its immediate surroundings. In the same way, taking into account the terrestrial zone, the altitude and the type of climate with which the simulations are carried out, it is possible to compare the thermal behaviour of a large urban environment according to the chosen conditions.