Semester

Spring

Date of Graduation

2008

Document Type

Thesis

Degree Type

MS

College

Statler College of Engineering and Mineral Resources

Department

Lane Department of Computer Science and Electrical Engineering

Committee Chair

Tim Menzies.

Abstract

As multimedia such as games and movies grow, so does the need for content. Textures, 3D models, expansive terrain, sound effects, and other data must be generated to support and enrich these multimedia productions. As this need for content continues to grow, two critical problems emerge: the cost of hiring artists to create the content becomes extremely large, as does the amount of memory needed to store and manipulate the content.;To combat these issues, procedural content generation, or content generated algorithmically rather than via an artist, has been introduced. Algorithmically generating content allows for rapid creation of large amounts of certain classes of content with little human effort; further, this content can be represented extremely compactly, often by only exposing a handful of parameters.;In the realm of 3D building generation, split grammars have proven useful for generating a wide variety of buildings while being relatively intuitive. These split grammars have been used to generate entire cities full of detailed buildings with a fairly small number of rules.;Split grammars have two important areas which can be expanded upon: first, the writing of an appropriate grammar can require a significant amount of work and knowledge, especially when a grammar is required that must follow a certain building style while providing a high degree of variation. Second, applying these grammars to produce a building can be slow, often requiring an offline pregeneration phase which eliminates the usefulness the size benefits of the grammar's compactness.;For the first problem, we propose a data mining approach to refining preexisting grammars, wherein a user can specify buildings which they prefer, and from these preferences a set of rules will be generated that will guide future building generation. We will show that the generated rules have a high degree of accuracy when used to predict whether a user will like or dislike a building, often in the upper 90%.;For the second problem, we provide two areas of improvement: a preprocessing step which parses a split grammar to make it easier and more efficient to apply the grammar without loss of generality, and a scheme that allows the execution of a grammar entirely within a geometry shader on a modern graphics processing unit (GPU) such that building generation can take advantage of the parallelization found on modern graphics cards. We will show that this second improvement can provide a speed benefit anywhere between 3 and 10 times a purely CPU approach, with further speed benefits possible depending on the nature of the grammars.

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