Bachelor Thesis BCLR-2025-91

BibliographyGaug, Christopher: Generating 3D hedge mazes from base 2D maps.
University of Stuttgart, Faculty of Computer Science, Electrical Engineering, and Information Technology, Bachelor Thesis No. 91 (2025).
71 pages, english.
Abstract

Historical sites, particularly intricate structures like garden mazes, often survive only as two-dimensional maps, leaving their immersive, three-dimensional nature lost to time. This thesis addresses the challenge of digital reconstruction by developing and evaluating a procedural pipeline for generating immersive 3D hedge mazes from 2D vector data for virtual reality (VR) applications. Focusing on the historic Labyrinth of Versailles, this work presents a comprehensive workflow that begins with parsing SVG map data and using it to procedurally generate a network of splines within Unreal Engine 5. These splines then guide the placement of high-fidelity, modular hedge assets. The system leverages modern rendering technologies, including the Nanite virtualized geometry system to handle complex foliage and the Lumen global illumination system for photorealistic lighting. The evaluation demonstrates that the procedural generation pipeline is significantly more efficient and geometrically faithful to the source material than manual creation methods. The final result is a high-performance VR application that successfully reconstructs the historical maze, allowing for natural and immersive exploration. This work serves as a proof-of-concept, showcasing how procedural techniques combined with advanced real-time rendering can effectively transform static historical records into engaging, interactive cultural heritage experiences.

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Department(s)University of Stuttgart, Institute of Visualisation and Interactive Systems, Visualisation and Interactive Systems
Superviser(s)Schmalstieg, Prof. Dieter; Mori, Dr. Shohei
Entry dateDecember 22, 2025
New Report   New Article   New Monograph   Institute   Computer Science