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General Methods for the Generation of Seamless Procedural Cities

Elinder, Tobias LU (2017) In LU-CS-EX 2017-30 EDA920 20171
Department of Computer Science
Abstract
Procedural generation as a concept is as old as computer graphics. It is usually defined as a method for creating data algorithmically as opposed to manually. Work in this area often revolves around noise functions and large degrees of randomness, which works well for chaotic structures and for generating natural environments, but it does not always suit more sophisticated and coherent environments such as interiors. This thesis proposes some new approaches for procedural generation, specifically on the subject of cities. Many of the solutions discussed are applicable in other areas of procedural generation where order and coherency is important as well. Work on procedural cities has been done before, but the scope has usually been limited... (More)
Procedural generation as a concept is as old as computer graphics. It is usually defined as a method for creating data algorithmically as opposed to manually. Work in this area often revolves around noise functions and large degrees of randomness, which works well for chaotic structures and for generating natural environments, but it does not always suit more sophisticated and coherent environments such as interiors. This thesis proposes some new approaches for procedural generation, specifically on the subject of cities. Many of the solutions discussed are applicable in other areas of procedural generation where order and coherency is important as well. Work on procedural cities has been done before, but the scope has usually been limited to one or a few aspects of the city. This project combines several of these previously explored areas and several new ones into a composite whole. (Less)
Popular Abstract
Automatically generating environments is a very appealing concept. Instead of manually creating environments you can create rules which in turn create the content. This project has used this idea to build whole cities, including interiors, automatically (procedurally).
Please use this url to cite or link to this publication:
author
Elinder, Tobias LU
supervisor
organization
alternative title
Procedural Cities with Interiors
course
EDA920 20171
year
type
H3 - Professional qualifications (4 Years - )
subject
keywords
Procedural Generation, Cities, Interiors, Computer Graphics, Unreal Engine
publication/series
LU-CS-EX 2017-30
report number
LU-CS-EX 2017-30
ISSN
1650-2884
language
English
id
8929185
date added to LUP
2018-01-17 18:26:48
date last changed
2018-01-19 11:56:33
@misc{8929185,
  abstract     = {{Procedural generation as a concept is as old as computer graphics. It is usually defined as a method for creating data algorithmically as opposed to manually. Work in this area often revolves around noise functions and large degrees of randomness, which works well for chaotic structures and for generating natural environments, but it does not always suit more sophisticated and coherent environments such as interiors. This thesis proposes some new approaches for procedural generation, specifically on the subject of cities. Many of the solutions discussed are applicable in other areas of procedural generation where order and coherency is important as well. Work on procedural cities has been done before, but the scope has usually been limited to one or a few aspects of the city. This project combines several of these previously explored areas and several new ones into a composite whole.}},
  author       = {{Elinder, Tobias}},
  issn         = {{1650-2884}},
  language     = {{eng}},
  note         = {{Student Paper}},
  series       = {{LU-CS-EX 2017-30}},
  title        = {{General Methods for the Generation of Seamless Procedural Cities}},
  year         = {{2017}},
}