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{{refimprove|date=August 2020}}
{{refimprove|date=August 2020}}
'''Procedural modeling''' is an umbrella term for a number of techniques in [[computer graphics]] to create [[3D models]] and [[texture mapping|textures]] from sets of rules.<ref name="EbertMusgrave2003">{{cite book|author1=David S. Ebert|author2=F. Kenton Musgrave|author3=Darwyn Peachey|author4=Ken Perlin|author5=Steven Worley|title=Texturing & Modeling: A Procedural Approach|url=https://books.google.com/books?id=F4t-5zSsqr4C&q=%22procedural+modeling%22|year=2003|publisher=Morgan Kaufmann|isbn=978-1-55860-848-1}}</ref> [[L-System]]s, [[fractal]]s, and [[Generative Modelling Language|generative modeling]] are procedural modeling techniques since they apply [[algorithm]]s for producing scenes.<ref>{{Cite book|last=Nof|first=Shimon Y.|url=https://books.google.com/books?id=2v_91vSCIK0C&dq=L-Systems%2C+fractals%2C+and+generative+modeling+are+procedural+modeling+techniques+since+they+apply+algorithms+for+producing+scenes.&pg=PA646|title=Springer Handbook of Automation|date=2009-07-16|publisher=Springer Science & Business Media|isbn=978-3-540-78831-7|language=en}}</ref> The set of rules may either be embedded into the algorithm, configurable by parameters, or the set of rules is separate from the evaluation engine. The output is called procedural content, which can be used in [[computer games]], films, be uploaded to the internet, or the user may edit the content manually. Procedural models often exhibit database amplification, meaning that large scenes can be generated from a much smaller number of rules. If the employed algorithm produces the same output every time, the output need not be stored. Often, it suffices to start the algorithm with the same random seed to achieve this.
'''Procedural modeling''' is an umbrella term for a number of techniques in [[computer graphics]] to create [[3D models]] and [[texture mapping|textures]] from sets of rules that may be easily changed over time.<ref name="EbertMusgrave2003">{{cite book|author1=David S. Ebert|author2=F. Kenton Musgrave|author3=Darwyn Peachey|author4=Ken Perlin|author5=Steven Worley|title=Texturing & Modeling: A Procedural Approach|url=https://books.google.com/books?id=F4t-5zSsqr4C&q=%22procedural+modeling%22|year=2003|publisher=Morgan Kaufmann|isbn=978-1-55860-848-1}}</ref> [[L-System]]s, [[fractal]]s, and [[Generative Modelling Language|generative modeling]] are procedural modeling techniques since they apply [[algorithm]]s for producing scenes.<ref>{{Cite book|last=Nof|first=Shimon Y.|url=https://books.google.com/books?id=2v_91vSCIK0C&dq=L-Systems%2C+fractals%2C+and+generative+modeling+are+procedural+modeling+techniques+since+they+apply+algorithms+for+producing+scenes.&pg=PA646|title=Springer Handbook of Automation|date=2009-07-16|publisher=Springer Science & Business Media|isbn=978-3-540-78831-7|language=en}}</ref> The set of rules may either be embedded into the algorithm, configurable by parameters, or the set of rules is separate from the evaluation engine. The output is called procedural content, which can be used in [[computer games]], films, be uploaded to the internet, or the user may edit the content manually. Procedural models often exhibit database amplification, meaning that large scenes can be generated from a much smaller number of rules. If the employed algorithm produces the same output every time, the output need not be stored. Often, it suffices to start the algorithm with the same random seed to achieve this.
Although all modeling techniques on a computer require algorithms to manage and [[Stored data|store data]] at some point, procedural modeling focuses on creating a model from a rule set, rather than editing the model via user input. Procedural modeling is often applied when it would be too cumbersome to create a [[3D model]] using generic [[3D modeler]]s, or when more specialized tools are required. This is often the case for plants, architecture or landscapes.
Although all modeling techniques on a computer require algorithms to manage and [[Stored data|store data]] at some point, procedural modeling focuses on creating a model from a rule set, rather than editing the model manuall by using user input, in order to make modifying model in the future easier. The parameters that define a model may be dependent on parameters or geometry from another model making modelling process very flexible. Procedural modeling is often applied when it would be too cumbersome to create a [[3D model]] using generic [[3D modeler]]s, or when more specialized tools are required. This is often the case for plants, architecture or landscapes.


==Procedural modeling suites==
==Procedural modeling suites==

Latest revision as of 21:27, 19 May 2024

Procedural modeling is an umbrella term for a number of techniques in computer graphics to create 3D models and textures from sets of rules that may be easily changed over time.[1] L-Systems, fractals, and generative modeling are procedural modeling techniques since they apply algorithms for producing scenes.[2] The set of rules may either be embedded into the algorithm, configurable by parameters, or the set of rules is separate from the evaluation engine. The output is called procedural content, which can be used in computer games, films, be uploaded to the internet, or the user may edit the content manually. Procedural models often exhibit database amplification, meaning that large scenes can be generated from a much smaller number of rules. If the employed algorithm produces the same output every time, the output need not be stored. Often, it suffices to start the algorithm with the same random seed to achieve this.

Although all modeling techniques on a computer require algorithms to manage and store data at some point, procedural modeling focuses on creating a model from a rule set, rather than editing the model manuall by using user input, in order to make modifying model in the future easier. The parameters that define a model may be dependent on parameters or geometry from another model making modelling process very flexible. Procedural modeling is often applied when it would be too cumbersome to create a 3D model using generic 3D modelers, or when more specialized tools are required. This is often the case for plants, architecture or landscapes.

Procedural modeling suites

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This is a list of Wikipedia articles about specific procedural modeling software products.

See also

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References

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  1. ^ David S. Ebert; F. Kenton Musgrave; Darwyn Peachey; Ken Perlin; Steven Worley (2003). Texturing & Modeling: A Procedural Approach. Morgan Kaufmann. ISBN 978-1-55860-848-1.
  2. ^ Nof, Shimon Y. (2009-07-16). Springer Handbook of Automation. Springer Science & Business Media. ISBN 978-3-540-78831-7.
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