Procedural generation as an approach for digital representation of a city
摘要
Digital 3D city models support urban planning, simulation, and immersive applications, but common production methods such as manual CAD modelling, photogrammetry/LiDAR, and GIS-based extrusion are often slow, costly, difficult to scale, and hard to update. Procedural modelling offers a scalable alternative, yet practitioners still need clear guidance on when to use it and how to evaluate its outputs. This paper presents and evaluates a CityEngine workflow that combines open geospatial inputs with rule-based generation of road networks, blocks and parcels, and buildings. Using a commodity laptop (Intel Core i5‑3210 M, 6 GB RAM) and CityEngine, we generated three canonical morphologies (organic, raster/grid, and radial) over an area of approximately 2 km2 under both default and dense scenarios. We report computational performance metrics, including generation time, peak RAM, CPU seconds, exported file size, and polygon count, and we complement these with output checks aimed at plausibility and visual realism for each morphology. Compared with a traditional modelling workflow, procedural generation reduces production time by one to two orders of magnitude while keeping resource use within desktop limits. Based on the case study results, we derive a decision matrix (Table