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A heterogeneous data-based proposal for procedural 3D cities visualization and generalization

Noura El Haje 1
1 IRIT-REVA - Real Expression Artificial Life
IRIT - Institut de recherche en informatique de Toulouse
Abstract : This thesis project was born from a collaborative project between the research team VORTEX / Visual objects: from reality to expression (now REVA: Real Expression Artificial Life) at IRIT: Institute of Research in Computer Science Toulouse on the one hand and education professionals, companies and public entities on the other.The SCOLA collaborative project is essentially an online learning platform based on the use of serious games in schools. It helps users to acquire and track predefined skills. This platform provides teachers with a new flexible tool that creates pedagogical scenarios and personalizes student records. Several contributions have been attributed to IRIT. One of these is to suggest a solution for the automatic creation of 3D environments, to integrate into the game scenario. This solution aims to prevent 3D graphic designers from manually modeling detailed and large 3D environments, which can be very expensive and take a lot of time. Various applications and prototypes have been developed to allow the user to generalize and visualize their own virtual world primarily from a set of rules. Therefore, there is no single representation scheme in the virtual world due to the heterogeneity and diversity of 3D content design, especially city models. This constraint has led us to rely heavily on our project on real 3D urban data instead of custom data predefined by the game designer. Advances in computer graphics, high computing capabilities, and Web technologies have revolutionized data reconstruction and visualization techniques. These techniques are applied in a variety of areas, starting with video games, simulations, and ending with movies that use procedurally generated spaces and character animations. Although modern computer games do not have the same hardware and memory restrictions as older games, procedural generation is frequently used to create unique games, cards, levels, characters, or other random facets on each. Currently, the trend is shifting towards GIS : Geographical Information Systems to create urban worlds, especially after their successful implementation around the world to support many areas of applications. GIS are more specifically dedicated to applications such as simulation, disaster management and urban planning, with a great use more or less limited in games, for example the game "Minecraft", the latest version offers a map using real world cities Geodata in Minecraft.[...]
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Noura El Haje. A heterogeneous data-based proposal for procedural 3D cities visualization and generalization. Graphics [cs.GR]. Université Paul Sabatier - Toulouse III, 2018. English. ⟨NNT : 2018TOU30238⟩. ⟨tel-02500789⟩

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