Show Less
Restricted access

Contemporary Topics in Computer Graphics and Games

Selected Papers from the Eurasia Graphics Conference Series

Edited By Veysi İşler, Haşmet Gürçay, Hasan Kemal Süher and Güven Çatak

This book provides an introduction and overview of the rapidly evolving topics of computer graphics and games, presenting the new perspectives employed by researchers and the industry, highlighting the recent empirical findings. Bringing selected papers from the Eurasia Graphics conference series together, the book aims to discuss issues, solutions, challenges, and needs for a better understanding of computer graphics and games.

The Games and Simulation section of this book covers the topics of game user experience, game narrative, playability heuristics, human computer interaction and various computer simulations. The Computer Graphics section deals with 3D modelling, procedural content generation, visualization, and interaction techniques.

Show Summary Details
Restricted access

14. Procedural City Generation Using Cellular Automata


14.   Procedural City Generation Using Cellular Automata

Melek Buşra Temuçin

International Computer Institute Ege University Izmir, Turkey

Kaya Oğuz

Department of Computer Engineering Izmir University of Economics Izmir, Turkey

Abstract—Procedural Content Generation (PCG) algorithms are a common solution to create automatic and dynamic content for games and entertainment industry. To procedurally generate a city, its components should be handled with algorithms that are tailored to their individual characteristics. We propose a set of methods for the generation of the city layout, and work on that layout to generate and place the 3D buildings. The layout generation use cellular automata to create organic looking clusters, and the rules are repeated for each cluster to hierarchically create different levels of the city. This approach provides fractal properties which results in an organic city layout. The results are very promising; cities can be generated within seconds, and the generation can be controlled with only a few parameters.

Keywords—cellular automata; procedural 3D city generation; procedural content generation

I. Introduction

Procedural content generation (PCG) algorithms create content used in computer games to increase the re-playability value and to cut down the time needed to create the content manually. With a large number of games being published for personal computers, gaming consoles and mobile devices, PCG has become more of a necessity than a feature.

PCG algorithms have been...

You are not authenticated to view the full text of this chapter or article.

This site requires a subscription or purchase to access the full text of books or journals.

Do you have any questions? Contact us.

Or login to access all content.