This research task aims to experiment automatic generative methods able to produce architectural and urban 3D-models. At this time, some interesting applicative results, rising from pseudo-random and l-system formalisms, came to generate complex and rather realistic immersive environments. Next step could be achieved by mixing those techniques to emerging calculus, dealing whith topographic or environmental constraints. As a matter of fact, future developments will aim to contribute to archeological or historical restitution, quickly providing credible 3D environments in a given historical context
Training and simulation applications in virtual worlds require significant amounts of urban environm...
This work is about procedural generation of cities. There are defined the different stages of city d...
Artificial city generation on computer graphics platforms introduce several problems from the point ...
International audienceThis research task aims to experiment automatic generative methods able to pro...
This paper presents an approach to automatic city generation relying on the existing set of models. ...
This paper investigates how techniques in Procedural Content Generation (PCG) can be combined with c...
We propose a method to procedurally generate a familiar yet complex human artifact: the city. We are...
International audiencePresent computer aided-design tools should be able to assist the former explor...
The technological developments in the last century have carried us from a few pixels per screen to i...
Geometric and functional modelling of cities has become a growing field of interest, raised by the d...
This project examined a number of pattern designs found in common city street layouts and subsequent...
This paper explains our attempt to capture inner coherence of urban shapes and morphologies, by frac...
The computer game industry requires a skilled workforce and this combined with the complexity of mod...
The computer game industry requires a skilled workforce and this combined with the complexity of mod...
Creating virtual models of urban environments is essential to a disparate range of applications, fro...
Training and simulation applications in virtual worlds require significant amounts of urban environm...
This work is about procedural generation of cities. There are defined the different stages of city d...
Artificial city generation on computer graphics platforms introduce several problems from the point ...
International audienceThis research task aims to experiment automatic generative methods able to pro...
This paper presents an approach to automatic city generation relying on the existing set of models. ...
This paper investigates how techniques in Procedural Content Generation (PCG) can be combined with c...
We propose a method to procedurally generate a familiar yet complex human artifact: the city. We are...
International audiencePresent computer aided-design tools should be able to assist the former explor...
The technological developments in the last century have carried us from a few pixels per screen to i...
Geometric and functional modelling of cities has become a growing field of interest, raised by the d...
This project examined a number of pattern designs found in common city street layouts and subsequent...
This paper explains our attempt to capture inner coherence of urban shapes and morphologies, by frac...
The computer game industry requires a skilled workforce and this combined with the complexity of mod...
The computer game industry requires a skilled workforce and this combined with the complexity of mod...
Creating virtual models of urban environments is essential to a disparate range of applications, fro...
Training and simulation applications in virtual worlds require significant amounts of urban environm...
This work is about procedural generation of cities. There are defined the different stages of city d...
Artificial city generation on computer graphics platforms introduce several problems from the point ...