Procedurally Generated ‘Virtual Cities’ for Computer Games Daniel Flower Neil Green Jonathan Rubin Tan Khanh.

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Presentation transcript:

Procedurally Generated ‘Virtual Cities’ for Computer Games Daniel Flower Neil Green Jonathan Rubin Tan Khanh

What is it? Procedurally generating: Landscape Road network Buildings to produce a realistic city.

Motivation Modelling a city ‘by hand’ is too time consuming Each building/rubbish bin etc… needs to be placed by a designer To save time repetition is used, which is obvious to the user

Motivation cont… Procedural generation utilises ‘controllable randomness’ City is randomly generated within specified constraints Road map is believable etc..

Previous Work Extended L-Systems (CityEngine) Perlin noise Random number generation

But, we are making a game! Most other ‘virtual cities’ concentrate on displaying the city We want to use the city in the game Navigation of roads Interactive environment Agents interact

The game ‘Virtua cop’ type game Fly through city to random location Shoot some bad guys Fly away Better then ‘Virtua Cop’ Unpredictable

Our Approach(Ideas) Create ground Add roads Create as grid Procedurally remove edges to give variety Specify each block as high-rise, residential, park etc… Construct buildings Add details Rubbish bins, benches etc…

Our Approach(Ideas) cont… Height of buildings, topography, density, style etc… defined with 3D surfaces

User input User provides various parameter values Look and Feel 3D surfaces Variance parameter controls deviation from 3d surface