DocumentCode
3137404
Title
Lazy Generation of Building Interiors in Realtime
Author
Hahn, Evan ; Bose, Prosenjit ; Whitehead, Anthony
Author_Institution
Carleton Univ., Ottawa, Ont.
fYear
2006
fDate
38838
Firstpage
2441
Lastpage
2444
Abstract
Impenetrable doors are often quite common in virtual worlds. This is especially apparent in video games boasting large urban environments. Although there are often enterable buildings in these games, the vast majority of the buildings cannot be entered. Given limited development times and memory limitations, it is infeasible for developers to create such a large number of building interiors for the player to explore. Automatic real-time building interior generation can provide a means of entry through every visible door in a virtual world. We present a novel approach to generate virtual building interiors in real-time. Although a building in its entirety may be quite large, only the portions of the building that are needed immediately are generated. This lazy generation scheme allows the use of only a fraction of the memory that a model of the entire building requires. Our method provides realtime frame rates, making it attractive for realtime interactive applications
Keywords
computer games; virtual reality; automatic real-time lazy building interior generation; interactive applications; large urban environment; limited development times; video games; virtual worlds; Buildings; Cities and towns; Electronic mail; Engines; Games; Geometry; Mesh generation; Random number generation; Runtime; Wire; Architecture; Building Interiors; Lazy Generation; Procedural Environments; Real-time;
fLanguage
English
Publisher
ieee
Conference_Titel
Electrical and Computer Engineering, 2006. CCECE '06. Canadian Conference on
Conference_Location
Ottawa, Ont.
Print_ISBN
1-4244-0038-4
Electronic_ISBN
1-4244-0038-4
Type
conf
DOI
10.1109/CCECE.2006.277767
Filename
4054715
Link To Document