Procedural urban modeling in practice

Benjamin Watson*, Pascal Müller, Oleg Veryovka, Andy Fuller, Peter Wonka, Chris Sexton

*Corresponding author for this work

Research output: Contribution to journalReview articlepeer-review

94 Scopus citations

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 languageEnglish (US)
Pages (from-to)18-26
Number of pages9
JournalIEEE Computer Graphics and Applications
Volume28
Issue number3
DOIs
StatePublished - May 2008
Externally publishedYes

Keywords

  • Archeology
  • Computer games
  • Digital film
  • Procedural modeling
  • Urban modeling
  • Urban planning

ASJC Scopus subject areas

  • Software
  • Computer Graphics and Computer-Aided Design

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