This is one of my projects when I interned in Netease Game in the summer of 2019.
Since the game, my group contributed took the devastated place after the nuclear explosion as backgroud. It requires a bulk of plants covering buildings. The goal is to create the ivy procedural growing in any buildings. And I developed two different methods in Houdini.
The first approach is to establish the Distance field by converting the building to VDB. And ivy grows procedurally by analyzing distance with the building.
The result is as follows.
However, VDB calculation is highly expensive. Though it creates a lifelike ivy or wine growing, it’s not practical for games.
Another approach is to remesh the building surface and to simulate the growing path by A* search.
The results are as follows.
Building Generation by CSP
Inspired by Oskar Stalberg’s demo in the game, in which the island is procedurally generated by an algorithm called “Wave Function Collapsed”, I try to test it.
“Wave Function collapsed” algorithm, in fact, is just a “Constraint Satisfaction Problem”(CSP) as an AI algorithm. The common CSP problems are like Sudo, color map theorem. And I implement the most basic CSP algorithm to generate buildings in Houdini.
Given any building shape(like box, sphere, dragon, or anything), the Algorithm could generate building composed by little rooms by its shape.
This project will continue, my goal is to generate a HongKong, LOL!