Procedural city modeling
Thomas Lechner, Ben Watson, Uri Wilensky, Martin Felsen

TL;DR
This paper presents a procedural city modeling method that generates realistic, scalable cities from terrain input using agent-based simulation, focusing on land use and building distribution to produce plausible urban environments.
Contribution
It introduces a novel agent-based approach that captures developmental behaviors, enabling automatic and customizable city generation from minimal input.
Findings
Produces convincing city models with realistic land use and building distribution.
Supports transition from villages to metropolises in generated cities.
Allows artistic customization through adjustable parameters.
Abstract
We propose a method to procedurally generate a familiar yet complex human artifact: the city. We are not trying to reproduce existing cities, but to generate artificial cities that are convincing and plausible by capturing developmental behavior. In addition, our results are meant to build upon themselves, such that they ought to look compelling at any point along the transition from village to metropolis. Our approach largely focuses upon land usage and building distribution for creating realistic city environments, whereas previous attempts at city modeling have mainly focused on populating road networks. Finally, we want our model to be self automated to the point that the only necessary input is a terrain description, but other high-level and low-level parameters can be specified to support artistic contributions. With the aid of agent based simulation we are generating a system of…
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Taxonomy
TopicsEvacuation and Crowd Dynamics · Urban Design and Spatial Analysis · 3D Modeling in Geospatial Applications
