--- id: wiki-2026-0508-procedural-architecture-systems title: Procedural Architecture Systems category: 10_Wiki/Topics status: verified canonical_id: self aliases: [PCG Architecture, Procedural Generation Systems] duplicate_of: none source_trust_level: A confidence_score: 0.85 verification_status: applied tags: [architecture, pcg, gamedev, generation] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: cpp framework: unreal-houdini --- # Procedural Architecture Systems ## 매 한 줄 > **"매 building / city 매 hand-author 의 X — 매 rules + grammar + noise 매 generate"**. 매 No Man's Sky / Minecraft / Townscaper / Houdini 매 production-grade. 매 2026 LLM-driven layout 매 mainstream (e.g. Inworld + procedural blockout). ## 매 핵심 ### 매 layers - **Macro**: 매 city / region — Voronoi, road network, biome. - **Meso**: 매 building footprint, lot subdivision (BSP, L-system). - **Micro**: 매 facade grammar, room layout, props placement. ### 매 techniques - **Shape grammars**: CGA Shape (Müller 2006) — 매 split, repeat, comp, replace ops. - **Wave Function Collapse**: tile constraint solver — 매 Townscaper 매 famous. - **L-systems**: 매 organic / fractal (street trees, ivy). - **Noise**: Perlin / Simplex / Worley — 매 base terrain. - **Constraint propagation**: 매 SAT/CSP for room layout. ### 매 응용 1. AAA open-world filler (Ubisoft, GTA city blocks). 2. Roguelike dungeon (Spelunky, Hades). 3. ArchViz mass modeling — Houdini PDG. 4. UGC (Roblox, Dreams) — runtime gen. ## 💻 패턴 ### Wave Function Collapse (Python) ```python import numpy as np, random def wfc(tiles, adjacency, w, h): grid = [[set(tiles) for _ in range(w)] for _ in range(h)] while any(len(c) > 1 for row in grid for c in row): # pick lowest-entropy cell x, y = min(((i, j) for i, row in enumerate(grid) for j, c in enumerate(row) if len(c) > 1), key=lambda p: len(grid[p[0]][p[1]])) choice = random.choice(list(grid[x][y])) grid[x][y] = {choice} propagate(grid, adjacency, x, y) return [[next(iter(c)) for c in row] for row in grid] ``` ### Shape grammar (CGA-style) ```python def split_facade(rect, rules): # axiom: Facade -> Floor* floors = subdivide(rect, axis='y', sizes=[3.0, 3.0, 3.0]) for f in floors: windows = subdivide(f, axis='x', sizes=[1.5]*5) for w in windows: emit_mesh('window_unit', w) ``` ### L-system street network ```python def lsystem(axiom, rules, depth): s = axiom for _ in range(depth): s = ''.join(rules.get(c, c) for c in s) return s # F=forward, +=turn, [=push streets = lsystem("F", {"F": "F[+F]F[-F]F"}, 4) ``` ### Noise-based terrain (GLSL) ```glsl float fbm(vec2 p) { float v = 0.0, a = 0.5; for (int i = 0; i < 6; i++) { v += a * snoise(p); p *= 2.0; a *= 0.5; } return v; } ``` ### Houdini PDG-style chunked gen (pseudo) ```python # Chunk world into tiles, generate independently for tile in tiles: seed = hash((tile.x, tile.z)) rng = np.random.default_rng(seed) buildings = place_buildings(tile, rng) export(f"tile_{tile.x}_{tile.z}.usd", buildings) ``` ### LLM-augmented blockout (2026) ```python prompt = f"""Design a {style} village, 12 buildings. Output JSON: [{{type, x, z, rotation, size}}]""" plan = json.loads(claude.complete(prompt)) for b in plan: spawn_building(b['type'], (b['x'], b['z']), b['rotation']) ``` ## 매 결정 기준 | 상황 | Approach | |---|---| | 매 grid-tile aesthetic | WFC | | 매 organic city | L-system + agent sim | | 매 facade detail | Shape grammar (CGA) | | 매 terrain | Noise + erosion sim | | 매 narrative-coherent | LLM-driven plan + procedural detail | **기본값**: 매 hybrid — LLM macro plan + procedural meso/micro. ## 🔗 Graph - 부모: [[Procedural Generation]] - Adjacent: [[Perlin Noise]] · [[CSP]] ## 🤖 LLM 활용 **언제**: 매 high-level layout / narrative coherence — LLM 매 plan, procedural 매 detail. 매 prompt-to-blockout (2026 Inworld, Promethean). **언제 X**: 매 real-time per-frame gen — LLM latency 너무 김. 매 precompute / edge-cache. ## ❌ 안티패턴 - **Pure noise**: 매 visible repetition / no semantic. 매 layered noise + masking 필수. - **No seed control**: 매 reproducibility 부재 — debugging hell. - **Monolithic gen**: 매 entire world in one pass — chunked / streamable 필요. ## 🧪 검증 / 중복 - Verified (Müller — CGA Shape 2006; Gumin — WFC 2016; Houdini PDG docs 19.5+). - 신뢰도 A. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — full PCG architecture entry |