Procedural urban modeling in practice

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

Research output: Contribution to journalReview article

64 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 1 2008

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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    Watson, B., Müller, P., Veryovka, O., Fuller, A., Wonka, P., & Sexton, C. (2008). Procedural urban modeling in practice. IEEE Computer Graphics and Applications, 28(3), 18-26. https://doi.org/10.1109/MCG.2008.58