Creating large-scale virtual environments for interactive applications such as computer games poses a demanding challenge for computer graphics. Urban environments are usually hand-crafted by artists using commercial 3D modeling software. For today’s detail-rich games, this becomes less and less feasible. Procedural modeling techniques strive to help artists to create virtual worlds in less time. In this thesis, I present a system that helps artists and game designers to plan, layout and model urban environments for games and other media. Methods are described to create street networks manually and procedurally and to edit them interactively at any time in the development process. A stable street tessellation technique is employed that is a...
Currently, you can find virtual worlds in many different forms. Computer games usually take place in...
Main aim of this thesis is to produce procedurally generated three-dimensional cities that can be us...
We propose a method to procedurally generate a familiar yet complex human artifact: the city. We are...
Training and simulation applications in virtual worlds require significant amounts of urban environm...
Training and simulation applications in virtual worlds require significant amounts of urban environm...
This paper investigates how techniques in Procedural Content Generation (PCG) can be combined with c...
The recent developments in computer systems’ processing technology allow graphic artists to create i...
Title: Procedural generation of cities in 3D Author: Miroslav Krabec Department: Department of Softw...
In this paper a novel technique is presented for representing a building façade's visual appearance ...
The goal of this thesis is to implement configurable tool (program), which will be able to build a m...
New tools and techniques for the creation of virtual urban environments are increasingly used in var...
The technological developments in the last century have carried us from a few pixels per screen to i...
The computer game industry requires a skilled workforce and this combined with the complexity of mod...
Procedural modelling deals with (semi-)automatic content generation by means of a program or procedu...
This paper introduces an urban simulation system generating urban layouts with population, road netw...
Currently, you can find virtual worlds in many different forms. Computer games usually take place in...
Main aim of this thesis is to produce procedurally generated three-dimensional cities that can be us...
We propose a method to procedurally generate a familiar yet complex human artifact: the city. We are...
Training and simulation applications in virtual worlds require significant amounts of urban environm...
Training and simulation applications in virtual worlds require significant amounts of urban environm...
This paper investigates how techniques in Procedural Content Generation (PCG) can be combined with c...
The recent developments in computer systems’ processing technology allow graphic artists to create i...
Title: Procedural generation of cities in 3D Author: Miroslav Krabec Department: Department of Softw...
In this paper a novel technique is presented for representing a building façade's visual appearance ...
The goal of this thesis is to implement configurable tool (program), which will be able to build a m...
New tools and techniques for the creation of virtual urban environments are increasingly used in var...
The technological developments in the last century have carried us from a few pixels per screen to i...
The computer game industry requires a skilled workforce and this combined with the complexity of mod...
Procedural modelling deals with (semi-)automatic content generation by means of a program or procedu...
This paper introduces an urban simulation system generating urban layouts with population, road netw...
Currently, you can find virtual worlds in many different forms. Computer games usually take place in...
Main aim of this thesis is to produce procedurally generated three-dimensional cities that can be us...
We propose a method to procedurally generate a familiar yet complex human artifact: the city. We are...