
©2016 Society for Imaging Science and Technology DOI: 10.2352/ISSN.2470-1173.2016.5.SDA-042 Stereoscopy-based procedural generation of virtual environ- ments Manlio Scalabrin, Laura Anna Ripamonti, Dario Maggiorini, Davide Gadia; Department of Computer Science, University of Milan, Italy Abstract [9, 10]. Well-known examples of procedurally generated mod- The procedural generation of virtual scenes (like e.g., com- els are plants [11], and cities with buildings of different sizes and plex cities with buildings of different sizes and heights) is widely heights, streets, etc. [12, 13, 14]. Procedural generation is also used in the CG movies and videogames industry. used in videogame development, e.g. to automatically create a Even if stereoscopy is often used in the visualization of these game level placing platforms and obstacles to achieve a desired kind of scenes, nevertheless it is not currently used as a tool in level of complexity [15]. the procedural generation, while a more comprehensive integra- Even if very different parameters and rules can be used in tion of stereoscopic parameters can play a relevant role in the the procedural modeling field, to our knowledge stereoscopy has automatic creation and placement of virtual models. not yet be considered as an actual factor in the generation process, In this paper, we investigate how to use stereoscopy to con- while a more comprehensive integration of stereoscopic parame- trol the procedural generation of a scene in an open-source mod- ters can improve in a relevant way the production of effective and eling software. In particular, we will use the stereoscopic parame- visually pleasant virtual scenes. ters to automatically place objects inside the stereoscopic camera In this paper, we aim at investigating if some stereoscopic pa- frustum avoiding to reach an excessive parallax on screen, and rameters and techniques can be included in a procedural modeling we will show how to procedurally detect and solve window viola- process inside a CG production software. In the next section, we tions, by means of the automatic placement of a dynamic floating will describe the tools and the test scene we have considered to window in the image. evaluate the efficacy of the integration of stereoscopy in the pro- cedural creation of a complex CG scene, and we will describe two Introduction applications of stereoscopic parameters in the automatic genera- In the last years, the production of stereoscopic contents has tion of models. seen a relevant increment. This has lead to the necessity of de- veloping specific tools to optimize the production pipeline and to Application of stereoscopy in the procedural improve the quality of the final products. Moreover, a large part generation of CG scenes of the experts involved in the research and production of stereo- Tools and test scene scopic contents has urged the necessity to consider stereoscopy Even if many CG production solutions are currently avail- as a technical and creative tool which must be included in all the able, the choice of softwares providing tools for procedural mod- pipeline steps, rather than just an effect to add in post-processing. eling is currently limited. In many cases, the available soft- These aspects have been addressed in several works addressing wares are specialized tools focused on the procedural generation the production of stereoscopic movies [1, 2, 3] and videogames of very specific scenes, like cities in the case of Esri CityEngine [4, 5, 6]. Only the integration of stereoscopy in the core of the [16], while for general-purpose modeling and animation the most production pipeline can allow a complete achievement of its ex- known and widely used software is Houdini [17]. pressive and communication power in the production of movies, After an evaluation of the available procedural-based soft- videogames and Virtual Reality applications [7]. wares, we have found that the current solutions do not provide Regarding the production of stereoscopic images using Com- enough access to the stereoscopic parameters (if present) for our puter Graphics (CG), the most part of the softwares used for mod- purposes. Thus, we have decided to consider for this work an eling and animation has specific tools for stereoscopy, like e.g. a open-source solution, in order to have the maximum flexibility virtual stereoscopic camera, the visualization of the stereoscopic and access to all the internal pipeline stages of the production camera frustum volume and of the convergence plane, the pos- tool in the development and test of the proposed integration be- sibility to automatically render and composite the left and right tween procedural modeling and stereoscopic parameters, at the views. cost of a possible minor stability due to the current development In this paper, we address the specific case of how stereoscopy stage of the chosen softwares. We have decided to use the well- can be used in the field of procedual modeling. known open-source Blender software [18], which has an inte- The procedural generation of virtual models and scenes is grated stereoscopic pipeline since version 2.75 (released in July widely used in the CG movies and videogames industry [8]. By 2015), providing stereoscopic camera, stereoscopic preview in the means of a parametric procedure (a mathematical formula, a set modeling window, and compositing presets to save in different of rules applied to a set of basic shapes, etc.), a complex model stereoscopic formats. Blender is a general-purpose modeling and or a scene filled with a large number of elements can be created animation software, and it does not provide specific procedural without the need of a long process of manual mesh modeling techniques. However, these functionalities can be included by IS&T International Symposium on Electronic Imaging 2016 Stereoscopic Displays and Applications XXVII SDA-042.1 ©2016 Society for Imaging Science and Technology DOI: 10.2352/ISSN.2470-1173.2016.5.SDA-042 (a) (b) Figure 1. An example of geometry generated using Sverchok. Fig. 1(a) shows a single procedural block of a city, while Fig. 1(b) shows the final result created by the engine assembling several blocks with different characteristics. means of the recent Sverchok add-on [19], which extends stereoscopic parameters in the procedural process. The first exam- the Blender node-based visual creation tool (used for composit- ple of application is conceptually quite straightforward: to control ing and procedural shader material editing) with operations on and limit the position of the generated geometry on the basis of the meshes geometry. the stereoscopic camera frustum volume and of the resulting par- Sverchok development is still in beta stage, but its function- allax on screen. alities allow to generate several kind of procedural scenes of dif- The amount of parallax on screen depends on the interax- ferent complexity. To test our approach, we have decided to con- ial distance of the stereoscopic camera setup, on the distance of sider a simple city scene. The city is composed assembling sev- the convergence plane from the camera, and on the magnifica- eral blocks created procedurally with different parameters. For tion and size of the screen used for the visualization of the final each block, a quadrangular patch is procedurally subdivided in image [20]. Regarding a particular object, its parallax on screen streets and building lots, and the geometry of each new building increases depending on its distance from the camera. It is well is then generated on the basis of different parameters regarding known [1, 2] that the parallax on screen is one of the most im- heights and size, set by the user. The heights of the building are portant parameter to control, because if it exceeds the maximum controlled both locally inside a block, by randomly creating adja- positive parallax value MPP (2.56 in/6.5 cm), than the resulting cent buildings with different characteristics, than globally in the image will be painful to view. assembled city, by selecting a “downtown” area characterized by In the proposed approach, we suggest to calculate the posi- higher buildings, and tuning the other heights on the basis of the tion of the new procedurally generated vertices in camera space distance from the “downtown” blocks. Once created the geome- (i.e., using the camera position and its local coordinate system as a try, facade textures are automatically applied. Fig. 1 shows exam- reference), in order to limit their z coordinates (i.e., their distance ples of the geometry procedurally generated using Sverchok. from the camera) to the distance corresponding to the maximum The procedure, whose exhaustive description goes out of the positive parallax MPP. Thus, this approach automatically pre- scope of this paper, does not include advanced parameters like vents configurations with possible visual discomfort, but it gives e.g., density of population or geographical constraints, consid- also the possibility to the user to tune the amount of geometry cre- ered in other works [12, 13, 14, 16], but it allows the genera- ated in the scene and, as a consequence, the final depth range of tion of an adequately complex scenario for our purposes. The the scene. test scene considered in this paper is composed by approximately Most of the modeling softwares providing stereoscopic sup- 2750 buildings (more than 109000 vertices and 171000 triangles port allow the visualization of the stereoscopic camera frustum considering also the streets). The goal of the paper, i.e. investi- volume, of the convergence plane, and of the maximum parallax gating the efficacy of the integration of stereoscopy as one of the plane, on the basis of the parameters chosen by the user regarding possible parameter to consider in the procedural generation, is not the stereoscopic camera and the target visualization setup.
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