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10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
152 lines
4.7 KiB
Markdown
152 lines
4.7 KiB
Markdown
---
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id: wiki-2026-0508-procedural-architecture-systems
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title: Procedural Architecture Systems
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [PCG Architecture, Procedural Generation Systems]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.85
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verification_status: applied
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tags: [architecture, pcg, gamedev, generation]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: cpp
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framework: unreal-houdini
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---
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# Procedural Architecture Systems
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## 매 한 줄
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> **"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).
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## 매 핵심
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### 매 layers
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- **Macro**: 매 city / region — Voronoi, road network, biome.
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- **Meso**: 매 building footprint, lot subdivision (BSP, L-system).
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- **Micro**: 매 facade grammar, room layout, props placement.
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### 매 techniques
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- **Shape grammars**: CGA Shape (Müller 2006) — 매 split, repeat, comp, replace ops.
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- **Wave Function Collapse**: tile constraint solver — 매 Townscaper 매 famous.
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- **L-systems**: 매 organic / fractal (street trees, ivy).
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- **Noise**: Perlin / Simplex / Worley — 매 base terrain.
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- **Constraint propagation**: 매 SAT/CSP for room layout.
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### 매 응용
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1. AAA open-world filler (Ubisoft, GTA city blocks).
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2. Roguelike dungeon (Spelunky, Hades).
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3. ArchViz mass modeling — Houdini PDG.
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4. UGC (Roblox, Dreams) — runtime gen.
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## 💻 패턴
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### Wave Function Collapse (Python)
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```python
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import numpy as np, random
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def wfc(tiles, adjacency, w, h):
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grid = [[set(tiles) for _ in range(w)] for _ in range(h)]
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while any(len(c) > 1 for row in grid for c in row):
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# pick lowest-entropy cell
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x, y = min(((i, j) for i, row in enumerate(grid)
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for j, c in enumerate(row) if len(c) > 1),
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key=lambda p: len(grid[p[0]][p[1]]))
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choice = random.choice(list(grid[x][y]))
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grid[x][y] = {choice}
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propagate(grid, adjacency, x, y)
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return [[next(iter(c)) for c in row] for row in grid]
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```
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### Shape grammar (CGA-style)
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```python
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def split_facade(rect, rules):
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# axiom: Facade -> Floor*
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floors = subdivide(rect, axis='y', sizes=[3.0, 3.0, 3.0])
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for f in floors:
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windows = subdivide(f, axis='x', sizes=[1.5]*5)
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for w in windows:
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emit_mesh('window_unit', w)
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```
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### L-system street network
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```python
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def lsystem(axiom, rules, depth):
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s = axiom
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for _ in range(depth):
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s = ''.join(rules.get(c, c) for c in s)
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return s
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# F=forward, +=turn, [=push
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streets = lsystem("F", {"F": "F[+F]F[-F]F"}, 4)
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```
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### Noise-based terrain (GLSL)
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```glsl
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float fbm(vec2 p) {
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float v = 0.0, a = 0.5;
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for (int i = 0; i < 6; i++) {
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v += a * snoise(p);
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p *= 2.0; a *= 0.5;
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}
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return v;
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}
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```
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### Houdini PDG-style chunked gen (pseudo)
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```python
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# Chunk world into tiles, generate independently
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for tile in tiles:
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seed = hash((tile.x, tile.z))
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rng = np.random.default_rng(seed)
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buildings = place_buildings(tile, rng)
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export(f"tile_{tile.x}_{tile.z}.usd", buildings)
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```
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### LLM-augmented blockout (2026)
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```python
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prompt = f"""Design a {style} village, 12 buildings.
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Output JSON: [{{type, x, z, rotation, size}}]"""
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plan = json.loads(claude.complete(prompt))
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for b in plan:
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spawn_building(b['type'], (b['x'], b['z']), b['rotation'])
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| 매 grid-tile aesthetic | WFC |
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| 매 organic city | L-system + agent sim |
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| 매 facade detail | Shape grammar (CGA) |
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| 매 terrain | Noise + erosion sim |
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| 매 narrative-coherent | LLM-driven plan + procedural detail |
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**기본값**: 매 hybrid — LLM macro plan + procedural meso/micro.
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## 🔗 Graph
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- 부모: [[Procedural Generation]]
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- Adjacent: [[Perlin Noise]] · [[CSP]]
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## 🤖 LLM 활용
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**언제**: 매 high-level layout / narrative coherence — LLM 매 plan, procedural 매 detail. 매 prompt-to-blockout (2026 Inworld, Promethean).
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**언제 X**: 매 real-time per-frame gen — LLM latency 너무 김. 매 precompute / edge-cache.
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## ❌ 안티패턴
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- **Pure noise**: 매 visible repetition / no semantic. 매 layered noise + masking 필수.
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- **No seed control**: 매 reproducibility 부재 — debugging hell.
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- **Monolithic gen**: 매 entire world in one pass — chunked / streamable 필요.
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## 🧪 검증 / 중복
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- Verified (Müller — CGA Shape 2006; Gumin — WFC 2016; Houdini PDG docs 19.5+).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — full PCG architecture entry |
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