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.
%0 Journal Article
%1 watson2008procedural
%A Watson, B.
%A Muller, P.
%A Wonka, P.
%A Sexton, C.
%A Veryovka, O.
%A Fuller, A.
%D 2008
%J IEEE Computer Graphics and Applications
%K Art, Buildings, Cities CityEngine Games, History, Modeling, Procedural Production,realistic Roads, Shape, Tensile Urban and archeology, computer content digital film, games, geoinformatics_fce_ctu_ref image images, modeling, planning, procedural reconstruction, stress, tool, towns, urban visual
%N 3
%P 18--26
%R 10.1109/MCG.2008.58
%T Procedural Urban Modeling in Practice
%V 28
%X 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.
@article{watson2008procedural,
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.},
added-at = {2016-12-09T17:01:51.000+0100},
author = {Watson, B. and Muller, P. and Wonka, P. and Sexton, C. and Veryovka, O. and Fuller, A.},
biburl = {https://www.bibsonomy.org/bibtex/2ed311c4435c4426c011e6a2e0fa9d369/cepek},
doi = {10.1109/MCG.2008.58},
interhash = {a5b2798e1daa50f111f6f9bc5c834626},
intrahash = {ed311c4435c4426c011e6a2e0fa9d369},
issn = {0272-1716},
journal = {IEEE Computer Graphics and Applications},
keywords = {Art, Buildings, Cities CityEngine Games, History, Modeling, Procedural Production,realistic Roads, Shape, Tensile Urban and archeology, computer content digital film, games, geoinformatics_fce_ctu_ref image images, modeling, planning, procedural reconstruction, stress, tool, towns, urban visual},
month = may,
number = 3,
pages = {18--26},
timestamp = {2016-12-09T17:03:22.000+0100},
title = {Procedural {Urban} {Modeling} in {Practice}},
volume = 28,
year = 2008
}