BibTex
@inproceedings{Mar{\'e}chal:2010:,
author = {Mar{\'e}chal, Nicolas and Galin, {\'E}ric and Gu{\'e}rin, {\'E}ric and Akkouche, Samir},
title = {Component-based model synthesis for low polygonal models},
booktitle = {Proceedings of Graphics Interface 2010},
series = {GI 2010},
year = {2010},
issn = {0713-5424},
isbn = {978-1-56881-712-5},
location = {Ottawa, Ontario, Canada},
pages = {217--224},
numpages = {8},
publisher = {Canadian Human-Computer Communications Society},
address = {Toronto, Ontario, Canada},
}
Abstract
This paper presents a method for semi-automatically generating a variety of different objects from an initial low polygonal model. Our approach aims at generating large sets of models with small variants with a view to avoiding instance replications which produce unrealistic repetitive patterns. The generation process consists in decomposing the initial object into a set of components. Their geometry and texture are edited and the modified components are then combined together to create a large set of varying models. Our method has been implemented in the Twilight 2 development framework of Eden Games and Widescreen Games and successfully experimented on different types of models.