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Procedural City generation for games Freek Hoekstra Siggraph 2012

Written By Freek Hoekstra on Wednesday, Sep 05, 2012 | 07:00 PM

 
The following talk was presented by me at Siggraph 2012 on behalf of SideFX software. The talk is about Procedural content generation for games, mainly focussed at controllable city generation. None of the content you see was sped up in any way, this tool is realtime and can be demonstrated live. the connection with Unity is done via custom ROP driver scripts and a custom instantiation script in unity. these were created by by supervisor John Courte. The system instantiates the meshes in engine greatly improving rendertimes over normal .obj exporting, and allowing artists to create content much faster then via traditional methods without compromising control. more info on this subject can be found on my blog, www.freekhoekstra.com for a demo on procedural terrain generation in Houdini for the UDK see this video: http://www.youtube.com/watch?v=NZfqAJSBm2I&feature=plcp&hd=1 Thanks for watching! Freek Hoekstra portfolio: www.Freek3D.com email: [email protected] phone: 424 213 3048