The Community for Technology Leaders
RSS Icon
Subscribe
Issue No.03 - May/June (2008 vol.28)
pp: 18-26
Pascal M? , Procedural Inc.
Oleg Veryovka , Electronic Arts
Andy Fuller , Electronic Arts
Benjamin Watson , North Carolina State University
Chris Sexton , Johns Hopkins University
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.
INDEX TERMS
Procedural modeling, urban modeling, urban planning, archeology, digital film, computer games
CITATION
Pascal M?, Oleg Veryovka, Andy Fuller, Benjamin Watson, Chris Sexton, "Procedural Urban Modeling in Practice", IEEE Computer Graphics and Applications, vol.28, no. 3, pp. 18-26, May/June 2008, doi:10.1109/MCG.2008.58
REFERENCES
1. P. Prusinkiewicz, A. Lindenmayer, and J. Hanan, "Development Models of Herbaceous Plants for Computer Imagery Purposes," Proc. Siggraph, ACM Press, 1988, pp. 141–150.
2. W.T. Reeves, "Particle Systems—A Technique for Modeling a Class of Fuzzy Objects," Proc. Siggraph, ACM Press, 1983, pp. 359–375.
3. K. Perlin, "An Image Synthesizer," Proc. Siggraph, ACM Press, 1985, pp. 287–296.
4. C.W. Reynolds, "Flocks, Herds and Schools: A Distributed Behavioral Model," Proc. Siggraph, ACM Press, 1987, pp.25–34.
5. K. Sims, "Evolving Virtual Creatures," Proc. Siggraph, ACM Press, 1994, pp. 15–22.
6. A. Fournier, D. Fussell, and L. Carpenter, "Computer Rendering of Stochastic Models," Comm. ACM, vol. 25, no. 6, 1982, pp. 371–384.
7. F.K. Musgrave, C.E. Kolb, and R.S. Mace, "The Synthesis and Rendering of Eroded Fractal Terrains," Proc. Siggraph, ACM Press, 1989, pp. 41–50.
8. H. Zhou et al., "Terrain Synthesis from Digital Elevation Models," IEEE Trans. Visualization and Computer Graphics, vol. 13, no. 4, 2007, pp. 834–848.
9. Y.I.H. Parish and P. Müller, "Procedural Modeling of Cities," Proc. Siggraph, ACM Press, 2001, pp. 301–308.
10. T. Lechner et al., Procedural Modeling of Land Use in Cities, tech. report NWU-CS-04-38, Dept. Computer Science, Northwestern Univ., 2004.
11. C. Sexton and B. Watson, "Vectorization of Gridded Urban Land Use Data," ACM Siggraph Posters, ACM Press, 2007, p. 71.
12. G. Esch et al., Interactive Procedural Street Modeling, tech. report CS07-10-01, Dept. Computer Science, Oregon State Univ., 2007.
13. S. Greuter et al., "Real-Time Procedural Generation of 'Pseudo Infinite' Cities," Proc. 1st Int'l Conf. Computer Graphics and Interactive Techniques in Australasia and South East Asia (Graphite 03), ACM Press, 2003, pp. 87–94.
14. G. Stiny and J. Gips, "Shape Grammars and the Generative Specification of Painting and Sculpture," Proc. IFIP Congress 71, North-Holland, 1972, pp. 1460–1465.
15. P. Wonka et al., "Instant Architecture," ACM Trans. Graphics (Proc. Siggraph), vol. 22, no. 3, 2003, pp. 669–677.
16. P. Müller et al., "Procedural 3D Reconstruction of Puuc Buildings in Xkipche," Proc. Eurographics Symp. Virtual Reality, Archaeology and Cultural Heritage (VAST 06), Eurographics, 2006, pp. 139–146.
17. P. Müller et al., "Image-Based Procedural Modeling of Facades," ACM Trans. Graphics (Proc. Siggraph), vol. 26, no. 3, 2007, article no. 85.
18. D. Aliaga, P.A. Rosen, and D.R. Bekins, "Style Grammars for Interactive Visualization of Architecture," IEEE Trans. Visualization and Computer Graphics, vol. 13, no. 4, 2007, pp. 786–797.
19. P. Merrell, "Example-Based Model Synthesis," Proc. 2007 Symp. Interactive 3D Graphics and Games (I3D 07), ACM Press, 2007, pp. 105–112.
20. H. Pottmann et al., "Geometry of Multi-Layer Freeform Structures for Architecture," ACM Trans. Graphics (Proc. Siggraph), vol. 26, no. 3, 2007, article no. 65.
21. J. Smith et al., "Creating Models of Truss Structures with Optimization," Proc. Siggraph, ACM Press, 2002, pp. 295–301.
22. M. Harada, A. Witkin, and D. Baraff, "Interactive Physically-Based Manipulation of Discrete/Continuous Models," Proc. Siggraph, ACM Press, 1995, pp. 199–208.
23. J. Martin, "Procedural House Generation: A Method for Dynamically Generating Floor Plans," Proc. Symp. Interactive 3D Graphics and Games: Posters, ACM Press, 2006.
24. E. Hahn, P. Bose, and A. Whitehead, "Persistent Realtime Building Interior Generation," Proc. 2006 ACM Siggraph Symp. Videogames, ACM Press, 2006, pp. 179–186.
25. J. Legakis, J. Dorsey, and S. Gortler, "Feature-Based Cellular Texturing for Architectural Models," Proc. Siggraph, ACM Press, 2001, pp. 309–316.
26. J. Dorsey et al., "Modeling and Rendering of Weathered Stone," Proc. Siggraph, ACM Press, 1999, pp. 225–234.
27. Y. Chen et al., "Visual Simulation of Weathering by Y-Ton Tracing," ACM Trans. Graphics (Proc. Siggraph), vol. 24, no. 3, 2005, pp. 1127–1133.
28. G. Thomas and S. Donikian, "Modelling Virtual Cities Dedicated to Behavioural Animation," Computer Graphics Forum, vol. 19, no. 3, 2000, pp. 71–80.
29. J. Maïm et al., "Populating Ancient Pompeii with Crowds of Virtual Romans," Proc. Eurographics Symp. Virtual Reality, Archaeology and Cultural Heritage (VAST 07), Eurographics, 2007, pp. 109–116.
30. H. Köpf and G. Binding, Bildwörterbuch der Architektur (Gebundene Ausgabe) [Visual Dictionary of Architecture], Kröner, 2005 (in German).
31. P. Müller et al., "Procedural Modeling of Buildings," ACM Trans Graphics (Proc. Siggraph), 2006, vol. 25, no. 3, pp. 614–623.
18 ms
(Ver 2.0)

Marketing Automation Platform Marketing Automation Tool