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Brian Tong #12

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# Project 4: Shape Grammar

For this assignment you'll be building directly off of Project 3. To make things easier to keep track of, please fork and clone this repository [https://github.com/CIS700-Procedural-Graphics/Project4-Shape-Grammar](https://github.com/CIS700-Procedural-Graphics/Project4-Shape-Grammar) and copy your Project 3 code to start.

**Goal:** to model an urban environment using a shape grammar.

**Note:** We’re well aware that a nice-looking procedural city is a lot of work for a single week. Focus on designing a nice building grammar. The city layout strategies outlined in class (the extended l-systems) are complex and not expected. We will be satisfied with something reasonably simple, just not a uniform grid!

## Symbol Node (5 points)
Modify your symbol node class to include attributes necessary for rendering, such as
- Associated geometry instance
- Position
- Scale
- Anything else you may need

## Grammar design (55 points)
- Design at least five shape grammar rules for producing procedural buildings. Your buildings should vary in geometry and decorative features (beyond just differently-scaled cubes!). At least some of your rules should create child geometry that is in some way dependent on its parent’s state. (20 points)
- Eg. A building may be subdivided along the x, y, or z axis into two smaller buildings
- Some of your rules must be designed to use some property about its location. (10 points)
- Your grammar should have some element of variation so your buildings are non-deterministic. Eg. your buildings sometimes subdivide along the x axis, and sometimes the y. (10 points)
- Write a renderer that will interpret the results of your shape grammar parser and adds the appropriate geometry to your scene for each symbol in your set. (10 points)

## Create a city (30 points)
- Add a ground plane or some other base terrain to your scene (0 points, come on now)
- Using any strategy you’d like, procedurally generate features that demarcate your city into different areas in an interesting and plausible way (Just a uniform grid is neither interesting nor plausible). (20 points)
- Suggestions: roads, rivers, lakes, parks, high-population density
- Note, these features don’t have to be directly visible, like high-population density, but they should somehow be visible in the appearance or arrangement of your buildings. Eg. High population density is more likely to generate taller buildings
- Generate buildings throughout your city, using information about your city’s features. Color your buildings with a method that uses some aspect of its state. Eg. Color buildings by height, by population density, by number of rules used to generate it. (5 points)
- Document your grammar rules and general approach in the readme. (5 points)
- ???
- Profit.

## Make it interesting (10)
Experiment! Make your city a work of art.


## Warnings:
You can very easily blow up three.js with this assignment. With a very simple grammar, our medium quality machine was able to handle 100 buildings with 6 generations each, but be careful if you’re doing this all CPU-side.

## Suggestions for the overachievers:
Go for a very high level of decorative detail!
Place buildings with a strategy such that buildings have doors and windows that are always accessible.
Generate buildings with coherent interiors
If dividing your city into lots, generate odd-shaped lots and create building meshes that match their shape ie. rather than working with cubes, extrude upwards from the building footprints you find to generate a starting mesh to subdivide rather than starting with platonic geometry.
## Generating Buildings
All buildings start off as a single box geometry of sizes (small, medium, large)
with some minor variations. The height of the buildings are determined by a population map
that can be imported from an image file.

The first iteration of the shape grammar determines whether the building will have
side panels.

A=>C, A=>S

In the next iteration, the side panels will terminate. The other symbols will randomly
select between uniform vertical division of the block, or the same division with
differentiation of the top and bottom levels.

C=>U, C=>T/U/B, S=>X

The next iteration adds details to the levels. The top levels have a ticker or a
scaled block. The bottom levels are scaled larger. The middle levels select between
alternating level sizes, billboards or signs.

U=>{billboards, signs, alternating scaling}

## Placing Buildings
The entire city is represented by a grid system like Sim City. Each time
a building is placed, the grid locations are marked as occupied to prevent overlapping buildings.

Buildings are placed probabilistically based on the population map using
the pointalism algorithm we talked about in class. Random points are selected from
the grid and will be kept or discarded using the population map value as a threshold.

I also implemented a HTML5 canvas based lsystem to generate the roads. This is
still a work in progress as it does not take into account any additional parameters.
My intention is to translate the canvas values into the city grid. This way, buildings
will not over lap with roads.

## Fun Features
The ticker textures on the top of buildings are generated procedurally. Normally,
we load an image into Three.js to use as a texture, but its actually possible to use
an HTML5 canvas instead [[2]](http://learningthreejs.com/blog/2013/08/02/how-to-do-a-procedural-city-in-100lines/) ! Just draw on a canvas element and then pass it directly
into THREE.texture(canvas).

## Demo
![image](https://i.imgur.com/HrDAwEA.jpg)
Demo: https://iambrian.github.io/Project4-Shape-Grammar/

# Resources
[1] Borrowed some of the ticker messages from Sim City: http://simcity.wikia.com/wiki/List_of_news_ticker_messages

[2] Procedural Textures using canvas: http://learningthreejs.com/blog/2013/08/02/how-to-do-a-procedural-city-in-100lines/

[3] Subversion city generator for inspiration: https://www.youtube.com/watch?v=FR9xI0GgrBY

[4] Also Mirror's Edge for inspiration: http://imgur.com/LsvEPJW
38 changes: 38 additions & 0 deletions deploy.js
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var colors = require('colors');
var path = require('path');
var git = require('simple-git')(__dirname);
var deploy = require('gh-pages-deploy');
var packageJSON = require('require-module')('./package.json');

var success = 1;
git.fetch('origin', 'master', function(err) {
if (err) throw err;
git.status(function(err, status) {
if (err) throw err;
if (!status.isClean()) {
success = 0;
console.error('Error: You have uncommitted changes! Please commit them first'.red);
}

if (status.current !== 'master') {
success = 0;
console.warn('Warning: Please deploy from the master branch!'.yellow)
}

git.diffSummary(['origin/master'], function(err, diff) {
if (err) throw err;

if (diff.files.length || diff.insertions || diff.deletions) {
success = 0;
console.error('Error: Current branch is different from origin/master! Please push all changes first'.red)
}

if (success) {
var cfg = packageJSON['gh-pages-deploy'] || {};
var buildCmd = deploy.getFullCmd(cfg);
deploy.displayCmds(deploy.getFullCmd(cfg));
deploy.execBuild(buildCmd, cfg);
}
})
})
})
20 changes: 20 additions & 0 deletions index.html
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<!DOCTYPE html>
<html>
<head>
<title>HW2: LSystems</title>
<style>
html, body {
margin: 0;
overflow: hidden;
}
canvas {
width: 100%;
height: 100%;
}
</style>
</head>
<body>
<!-- <div id="debug" style="height:200px;width:200px;position:absolute;bottom:0;left:0;"></div> -->
<script src="bundle.js"></script>
</body>
</html>
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31 changes: 31 additions & 0 deletions package.json
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{
"scripts": {
"start": "webpack-dev-server --hot --inline",
"build": "webpack",
"deploy": "node deploy.js"
},
"gh-pages-deploy": {
"prep": [
"build"
],
"noprompt": true
},
"dependencies": {
"dat-gui": "^0.5.0",
"gl-matrix": "^2.3.2",
"stats-js": "^1.0.0-alpha1",
"three": "^0.82.1",
"three-orbit-controls": "^82.1.0"
},
"devDependencies": {
"babel-core": "^6.18.2",
"babel-loader": "^6.2.8",
"babel-preset-es2015": "^6.18.0",
"colors": "^1.1.2",
"gh-pages-deploy": "^0.4.2",
"simple-git": "^1.65.0",
"webpack": "^1.13.3",
"webpack-dev-server": "^1.16.2",
"webpack-glsl-loader": "^1.0.1"
}
}
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