To begin to study the concepts and algorithms behind the procedural generation of 3D cities, we report below a selection of technical papers presented by author working in this field.
City Layout / Road Network
Bustard, J. D., & de Valmency, L. P. (2015). PatchCity:
In R. Dahyot, G. Lacey, K. Dawson-Howe, F. Pitié, & D. Moloney (Eds.), Irish Machine Vision and Image Processing Conference Proceedings 2015 (pp. 83-90). Irish Pattern Recognition & Classification Society
Yoav I. H. Parish (ETH Zürich), Switzerland; Pascal Müller (Central Pictures, Switzerland)
SIGGRAPH ’01 Proceedings of the 28th annual conference on Computer graphics and interactive techniques – Pages 301-308
Kelly, G. and McCabe, H. 2006.
In ITB Journal, Issue 14.
Authors: Guoning Chen, Gregory Esch (Oregon State University); Peter Wonka (Arizona State University);
Pascal Müller (Procedural Inc. / ETH Zürich); Eugene Zhang (Oregon State University)
SIGGRAPH ’08 ACM SIGGRAPH 2008 papers – Article No. 103
G. Kelly and H. McCabe
In Fifth International Conference on Game Design and Technology, pages 8-16, 2007.
Procedural 3D Modeling of Buildings
Peter Wonka (Arizona State University), Pascal Müller, Simon Haegler, Andreas Ulmer (ETH Zürich), Luc Van Gool (ETH Zürich / K. U. Leuven)
SIGGRAPH ’06 ACM SIGGRAPH 2006 Papers – Pages 614-623