The work and research of this paper sought to build upon traditional city generation and simulation in creating a tool that both realistically simulates cities and their prominent features and also creates aesthetic and artistically rich cities using assets that combine several contemporary or near contemporary architectural styles. The major city features simulated are the surrounding terrain, road networks, individual buildings, and building placement. The tools used to both create and integrate these features were created in Houdini with Unreal Engine 5 as the intended final destination. This research was influenced by the city, town, and road networking of Ghost Recon:Wildlands. Both games exhibit successful creation and integration of ...
The recent developments in computer systems’ processing technology allow graphic artists to create i...
We propose a method to procedurally generate a familiar yet complex human artifact: the city. We are...
With the increase in demand for modeling a vast virtual city, it has become progressively limited by...
The work and research of this paper sought to build upon traditional city generation and simulation ...
The computer game industry requires a skilled workforce and this combined with the complexity of mod...
This paper investigates how techniques in Procedural Content Generation (PCG) can be combined with c...
The technological developments in the last century have carried us from a few pixels per screen to i...
Training and simulation applications in virtual worlds require significant amounts of urban environm...
Title: Procedural generation of cities in 3D Author: Miroslav Krabec Department: Department of Softw...
This project examined a number of pattern designs found in common city street layouts and subsequent...
This paper presents an approach to automatic city generation relying on the existing set of models. ...
Training and simulation applications in virtual worlds require significant amounts of urban environm...
As virtual reality simulations, video games, and computer animated movies become more prevalent, the...
Procedural methods offer an automated means of generating complex cityscapes, incorporating the plac...
Main aim of this thesis is to produce procedurally generated three-dimensional cities that can be us...
The recent developments in computer systems’ processing technology allow graphic artists to create i...
We propose a method to procedurally generate a familiar yet complex human artifact: the city. We are...
With the increase in demand for modeling a vast virtual city, it has become progressively limited by...
The work and research of this paper sought to build upon traditional city generation and simulation ...
The computer game industry requires a skilled workforce and this combined with the complexity of mod...
This paper investigates how techniques in Procedural Content Generation (PCG) can be combined with c...
The technological developments in the last century have carried us from a few pixels per screen to i...
Training and simulation applications in virtual worlds require significant amounts of urban environm...
Title: Procedural generation of cities in 3D Author: Miroslav Krabec Department: Department of Softw...
This project examined a number of pattern designs found in common city street layouts and subsequent...
This paper presents an approach to automatic city generation relying on the existing set of models. ...
Training and simulation applications in virtual worlds require significant amounts of urban environm...
As virtual reality simulations, video games, and computer animated movies become more prevalent, the...
Procedural methods offer an automated means of generating complex cityscapes, incorporating the plac...
Main aim of this thesis is to produce procedurally generated three-dimensional cities that can be us...
The recent developments in computer systems’ processing technology allow graphic artists to create i...
We propose a method to procedurally generate a familiar yet complex human artifact: the city. We are...
With the increase in demand for modeling a vast virtual city, it has become progressively limited by...