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Procedural Cities as Active Simulators for Planning

Author

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  • Flora Roumpani

    (Department of Geography and Planning, University of Liverpool, UK)

Abstract

Modelling a 3D city poses an interesting challenge. To create a virtual city, a road pattern has to be designed and a large number of buildings need to be generated. Every urban place has a road network, often a superimposed pattern plan that serves a population density and buildings which follow statutory rules. This patterned behaviour of the city is why it is possible to develop rules or “computational instructions,” to generate city models. In this article, we are going to discuss how to use procedural modelling and CityEngine, a rule-based application commonly used in the movie industry and gaming to produce vast realistic cityscapes, for regional and urban planning via an urban analytics approach. Unlike cinema’s imaginary worlds, cities have real-life population dependencies that need to be modelled for the development of planning scenarios. The goal is then to use the generative properties of the procedural modelling approach, along with population prediction models, to create informed 3D city scenarios. Instead of designing solutions, the user can use interactive parameters to affect the 3D model globally, thus enabling virtual cities to become active simulators for planning. Using urban analytics and generative environments, procedural cities may be able to create a “teaser” of different versions of how the city would look like in the future.

Suggested Citation

  • Flora Roumpani, 2022. "Procedural Cities as Active Simulators for Planning," Urban Planning, Cogitatio Press, vol. 7(2), pages 321-329.
  • Handle: RePEc:cog:urbpla:v7:y:2022:i:2:p:321-329
    DOI: 10.17645/up.v7i2.5209
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