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2010, Eurographics 2010 - Posters
Although various methods of procedurally generating cities have been proposed in recent years, the problem remains that a user desiring a city from a particular time period or country would have to make time-consuming modifications to an already existing engine to achieve acceptable results. This paper proposes a set of programmable elements that can be adjusted to accommodate for buildings from a broad range of architectural styles, which can then be incorporated into a larger engine.
Proceedings of GDTW 2007: The Fifth Annual International Conference in Computer Game Design and Technology
Contemporary 3D games are often situated within large urban environments. This necessitates a time-consuming and expensive content creation process involving the modelling of vast amounts of geometric detail: including terrain, roads, buildings, and other associated features. We present a system called Citygen that aims to automate as much of this as possible by employing procedural generation methods to rapidly create the urban geometry typical of a modern city. Procedural methods have long been used within the graphics and game development communities to generate natural phenomena such as plants and trees. We employ these methods to generate the underlying road networks that form the structure of cities and urban neighbourhoods. These road networks are automatically mapped to any supplied terrain model, and adapt themselves to the specific geometry of the underlying terrain. Building footprints are automatically extracted from the resulting model and buildings can then be inserted either procedurally or by hand. Our system is unique in that it is designed to allow developers hands-on interactive control over the generation process. We achieve this by providing an interface allowing the user to directly manipulate geometric elements such as road intersection nodes, and to directly control and specify many aspects of the procedural generation. The results are updated in real time, thus facilitating an interactive design process.
In 1st Midwestern Graphics …, 2003
We propose a method to procedurally generate a familiar yet complex human artifact: the city. We are not trying to reproduce existing cities, but to generate artificial cities that are convincing and plausible by capturing developmental behavior. In addition, our results are meant to build upon themselves, such that they ought to look compelling at any point along the transition from village to metropolis. Our approach largely focuses upon land usage and building distribution for creating realistic city environments, whereas previous ...
2008
Abstract Film and game studios can no longer meet audience demand for visual content by increasing production budgets. Instead they are turning to procedural modeling, particularly for modeling cities. The authors review procedural modeling, examine the CityEngine tool, and study the use of procedural urban modeling in Electronic Arts' Need for Speed games.
2009
Abstract Training and simulation applications in virtual worlds require significant amounts of structurally plausible urban environments. Procedural generation is an efficient way to create such models. Existing approaches for procedural modelling of cities aim at facilitating the work of urban planners and artists, but either require expert knowledge or external input data to generate results that resemble real-life cities, or they have long computation times, and thus are unsuitable for non-experts such as training instructors.
Computer Graphics Forum, 2011
2009
ABSTRACT: This paper presents the architecture of the City Modelling Procedural Engine (CMPE), a system for the automatic/semi-automatic reconstruction of virtual models of cities. Although the entire data flow can automatically proceed from the beginning to the end, in each stage the manual intervention of the user is possible to correct mistakes caused by the automatic process, to optimize the results, or to introduce further details. The CPME is integrated in XVR, a framework for the development of VR applications.
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