Location
Hilton Waikoloa Village, Hawaii
Event Website
https://hicss.hawaii.edu/
Start Date
7-1-2025 12:00 AM
End Date
10-1-2025 12:00 AM
Description
The manual creation of 3D-Levels for game engines like Unity and Unreal still requires significant time and skill. For some applications, like certain computer games or background scenes in virtual production, huge scenes (e.g., whole cities) need to be efficiently created using existing modular assets. Consequently the procedural generation of elements for such scenes becomes of increasing importance to manage production time and costs. For this, we present a multi-level rule-based approach for the procedural generation of buildings from existing modular asset packs which can be found in the respective asset stores or on specialized websites such as Kitbash3D. Our approach is based on a simple connector-based technique for the composition of complete 3D objects like buildings from the elements of a an kit, which is complemented by composition rules ensuring the valid composition of the objects at the domain and kit level. Thus, for the application of a new asset kit in a known domain, only the kit-level rules need to be defined and the kit itself must be prepared.
Recommended Citation
Strodick, Kathleen; Schattkowsky, Tim; and Albertz, Stefan, "Procedural Generation of 3D-Buildings for Game Engines Based on Existing Asset Kits" (2025). Hawaii International Conference on System Sciences 2025 (HICSS-58). 4.
https://aisel.aisnet.org/hicss-58/st/digital_twins/4
Procedural Generation of 3D-Buildings for Game Engines Based on Existing Asset Kits
Hilton Waikoloa Village, Hawaii
The manual creation of 3D-Levels for game engines like Unity and Unreal still requires significant time and skill. For some applications, like certain computer games or background scenes in virtual production, huge scenes (e.g., whole cities) need to be efficiently created using existing modular assets. Consequently the procedural generation of elements for such scenes becomes of increasing importance to manage production time and costs. For this, we present a multi-level rule-based approach for the procedural generation of buildings from existing modular asset packs which can be found in the respective asset stores or on specialized websites such as Kitbash3D. Our approach is based on a simple connector-based technique for the composition of complete 3D objects like buildings from the elements of a an kit, which is complemented by composition rules ensuring the valid composition of the objects at the domain and kit level. Thus, for the application of a new asset kit in a known domain, only the kit-level rules need to be defined and the kit itself must be prepared.
https://aisel.aisnet.org/hicss-58/st/digital_twins/4