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.
- and
- archeology,
- art,
- buildings,
- cities
- cityengine
- computer
- content
- digital
- film,
- games,
- geoinformatics_fce_ctu_ref
- history,
- image
- images,
- modeling,
- planning,
- procedural
- production,realistic
- reconstruction,
- roads,
- shape,
- stress,
- tensile
- tool,
- towns,
- urban
- visual
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