As virtual worlds become more complicated, more and more resources are being spent creating them. Procedural tools assist artists in the creation of these environments. City Sculpt is a prototype tool to allow arists to quickly create large cityscapes.

Over the last two decades video games have adapted with Moore's law to become increasingly complex. One of the consequences of this is that our games are more detailed. For example the complexity of each frame has risen from the tens of polygons in the 1980's to the tens of millions today. Additional techniques such as displacement and bump mapping are adding additional detail beyond polygon meshes.


house of horrors

City Sculpt is a procedural tool that allows artists, instead of engineers, to create massive urban environments. As studios struggle to find the man-hours to create truly immersive, interactive environments, our product is able to drop into the art pipeline to build tomorrow's best selling games.

Previous generations of procedural architecture tools required extensive technical knowledge to use. This means they are only suitable for use by software engineers, who do not have the artistic vision to produce world-class results. City Sculpt allows artists to stay focused on quality, while it solves the quantity problem.


multi

The technology used in City Sculpt allows multiple plans and profiles to be combined into seamless architecture. By taking procedurally generated footprints and applying user-designed profiles, a wide range of architectural styles can be quickly generated.

Future work involves building systems to recover paramiterized models from existing facades



contact

ext: 6297
tel: 014113306297
email: tkelly©dcs.gla.ac.uk

Dept Computing Science
University of Glasgow
17 Lilybank Gardens
Glasgow G12 8QQ