Abstract
Film and game studios can no longer meet audience demand for visual content by increasing production budgets. Instead they are turning to procedural modeling, particularly for modeling cities. The authors review procedural modeling, examine the CityEngine tool, and study the use of procedural urban modeling in Electronic Arts' Need for Speed games.
Original language | English (US) |
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Pages (from-to) | 18-26 |
Number of pages | 9 |
Journal | IEEE Computer Graphics and Applications |
Volume | 28 |
Issue number | 3 |
DOIs | |
State | Published - May 2008 |
Externally published | Yes |
Keywords
- Archeology
- Computer games
- Digital film
- Procedural modeling
- Urban modeling
- Urban planning
ASJC Scopus subject areas
- Software
- Computer Graphics and Computer-Aided Design