This paper presents a method for real-time generation of detailed procedural cities. Buildings are generated as needed from real GIS data, using modern techniques that can generate realistic content and without having a huge impact on the rendering system. The system uses a client-server approach allowing multiple clients to generate any part of the city the user wishes without requiring the full data-set, or any pre-generated models. The paper introduces the use of object oriented shape grammars to reduce redundant code and presents a parallel cache to allow real-time generation of detailed cities
The computer game industry requires a skilled workforce and this combined with the complexity of mod...
This project examined a number of pattern designs found in common city street layouts and subsequent...
The work and research of this paper sought to build upon traditional city generation and simulation ...
The technological developments in the last century have carried us from a few pixels per screen to i...
This paper investigates how techniques in Procedural Content Generation (PCG) can be combined with c...
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...
Figure 1: Per-pixel generation of procedural facade details: we propose a compact and generic soluti...
This paper presents an approach to automatic city generation relying on the existing set of models. ...
Figure 1: Per-pixel generation of procedural facade details: we propose a compact and generic soluti...
The problem of modelling, especially of large-scale virtual urban environments such as city areas is...
Architects, urban planners, the film and gaming industry as well as map makers are all very much int...
Creating virtual models of urban environments is essential to a disparate range of applications, fro...
This paper presents a new procedural 3D modelconstructionalgorithm that benefits from a combination ...
Creating3D environments, including characters and cities, is a significantly time consuming process ...
The computer game industry requires a skilled workforce and this combined with the complexity of mod...
This project examined a number of pattern designs found in common city street layouts and subsequent...
The work and research of this paper sought to build upon traditional city generation and simulation ...
The technological developments in the last century have carried us from a few pixels per screen to i...
This paper investigates how techniques in Procedural Content Generation (PCG) can be combined with c...
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...
Figure 1: Per-pixel generation of procedural facade details: we propose a compact and generic soluti...
This paper presents an approach to automatic city generation relying on the existing set of models. ...
Figure 1: Per-pixel generation of procedural facade details: we propose a compact and generic soluti...
The problem of modelling, especially of large-scale virtual urban environments such as city areas is...
Architects, urban planners, the film and gaming industry as well as map makers are all very much int...
Creating virtual models of urban environments is essential to a disparate range of applications, fro...
This paper presents a new procedural 3D modelconstructionalgorithm that benefits from a combination ...
Creating3D environments, including characters and cities, is a significantly time consuming process ...
The computer game industry requires a skilled workforce and this combined with the complexity of mod...
This project examined a number of pattern designs found in common city street layouts and subsequent...
The work and research of this paper sought to build upon traditional city generation and simulation ...