Issue No.03 - May/June (2008 vol.28)
Pascal M? , Procedural Inc.
Oleg Veryovka , Electronic Arts
Andy Fuller , Electronic Arts
Benjamin Watson , North Carolina State University
Chris Sexton , Johns Hopkins University
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/MCG.2008.58
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.
Procedural modeling, urban modeling, urban planning, archeology, digital film, computer games
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