Training and simulation applications in virtual worlds require significant amounts of urban environments. Proce-dural 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. We propose a method that procedurally creates layouts of structurally plausible cities from high-level, intuitive user input such as city size, location and historic background. The result-ing layouts consist of different kinds of city districts...
This project examined a number of pattern designs found in common city street layouts and subsequent...
AbstractThis paper introduces an urban simulation system generating urban layouts with population, r...
The work and research of this paper sought to build upon traditional city generation and simulation ...
Training and simulation applications in virtual worlds require significant amounts of urban environm...
Procedural methods offer an automated means of generating complex cityscapes, incorporating the plac...
We propose a method to procedurally generate a familiar yet complex human artifact: the city. We are...
The technological developments in the last century have carried us from a few pixels per screen to i...
2-s2.0-85092121838Procedural Content Generation (PCG) algorithms are a common solution to create aut...
This paper investigates how techniques in Procedural Content Generation (PCG) can be combined with c...
The computer game industry requires a skilled workforce and this combined with the complexity of mod...
With the increase in demand for modeling a vast virtual city, it has become progressively limited by...
This paper presents an approach to automatic city generation relying on the existing set of models. ...
Creating virtual models of urban environments is essential to a disparate range of applications, fro...
This paper introduces an urban simulation system generating urban layouts with population, road netw...
This paper presents a method for real-time generation of detailed procedural cities. Buildings are g...
This project examined a number of pattern designs found in common city street layouts and subsequent...
AbstractThis paper introduces an urban simulation system generating urban layouts with population, r...
The work and research of this paper sought to build upon traditional city generation and simulation ...
Training and simulation applications in virtual worlds require significant amounts of urban environm...
Procedural methods offer an automated means of generating complex cityscapes, incorporating the plac...
We propose a method to procedurally generate a familiar yet complex human artifact: the city. We are...
The technological developments in the last century have carried us from a few pixels per screen to i...
2-s2.0-85092121838Procedural Content Generation (PCG) algorithms are a common solution to create aut...
This paper investigates how techniques in Procedural Content Generation (PCG) can be combined with c...
The computer game industry requires a skilled workforce and this combined with the complexity of mod...
With the increase in demand for modeling a vast virtual city, it has become progressively limited by...
This paper presents an approach to automatic city generation relying on the existing set of models. ...
Creating virtual models of urban environments is essential to a disparate range of applications, fro...
This paper introduces an urban simulation system generating urban layouts with population, road netw...
This paper presents a method for real-time generation of detailed procedural cities. Buildings are g...
This project examined a number of pattern designs found in common city street layouts and subsequent...
AbstractThis paper introduces an urban simulation system generating urban layouts with population, r...
The work and research of this paper sought to build upon traditional city generation and simulation ...