Real-time procedural generation of `pseudo infinite' cities

Stefan Greuter, Jeremy Parker, Nigel Stewart, Geoff Leach · 2003

We present an approach to procedural generation of `pseudo infinite' virtual cities in real-time. The cities contain geometrically varied buildings that are generated as needed. The building generation parameters are created by a pseudo random number generator, seeded with an integer derived from the building's position. The varied building geometries are extruded from a set of floor plans. The floor plans for each building are created by combining randomly generated polygons in an iterative process. A display list caching and frustum filling approach manages the generation of buildings and the use of system resources. This approach has been implemented on commodity PC hardware, resulting in interactive frame rates.

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