{"ID":2889008,"CreatedAt":"2026-06-01T04:54:23.091178241Z","UpdatedAt":"2026-06-01T04:54:23.091178241Z","DeletedAt":null,"paper_url":"https://arxiv.org/abs/2510.15877","arxiv_id":"2510.15877","title":"Procedural modeling of urban land use","abstract":"Cities are important elements of content in digital productions, but their complexity and size make them very challenging to model. Few tools exist that can help artists with this work, even as rapid improvements in graphics hardware create demand for richer content without matching increases in production cost. We propose a method for procedurally generating realistic patterns of land use in cities, automating placement of buildings and roads for artists.","short_abstract":"Cities are important elements of content in digital productions, but their complexity and size make them very challenging to model. Few tools exist that can help artists with this work, even as rapid improvements in graphics hardware create demand for richer content without matching increases in production cost. We pro...","url_abs":"https://arxiv.org/abs/2510.15877","url_pdf":"https://arxiv.org/pdf/2510.15877v1","authors":"[\"Thomas Lechner\",\"Ben Watson\",\"Uri Wilenski\",\"Seth Tisue\",\"Martin Felsen\",\"Andy Moddrell\",\"Pin Ren\",\"Craig Brozefsky\"]","published":"2025-07-29T02:23:12Z","proceeding":"cs.GR","tasks":"[\"cs.GR\",\"cs.CY\"]","methods":"[]","has_code":false}
