Constraint-based model synthesis
2009 SIAM/ACM Joint Conference on Geometric and Physical Modeling
Automatic addition of physics components to procedural content
Proceedings of the 7th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
Vectorization of gridded urban land use data
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Procedural modeling for digital cultural heritage
Journal on Image and Video Processing - Special issue on image and video processing for cultural heritage
Declarative terrain modeling for military training games
International Journal of Computer Games Technology
Image-guided weathering: A new approach applied to flow phenomena
ACM Transactions on Graphics (TOG)
Inference-based procedural modeling of solids
Computer-Aided Design
Rendering of 3D dynamic virtual environments
Proceedings of the 4th International ICST Conference on Simulation Tools and Techniques
SMI 2012: Full Interactive modeling by procedural high-level primitives
Computers and Graphics
Procedural Interpolation of Historical City Maps
Computer Graphics Forum
Inverse design of urban procedural models
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Automatic reconstruction of virtual heritage sites
VAST'08 Proceedings of the 9th International conference on Virtual Reality, Archaeology and Cultural Heritage
Design and evaluation of parametrizable multi-genre game mechanics
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Procedural facade variations from a single layout
ACM Transactions on Graphics (TOG)
The Visual Computer: International Journal of Computer Graphics
Challenges in procedural modeling of buildings
UDMV '13 Proceedings of the Eurographics Workshop on Urban Data Modelling and Visualisation
Hi-index | 0.00 |
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.