|Original author(s)||Pascal Mueller, Simon Haegler, Andreas Ulmer, Simon Schubiger, Matthias Specht, Stefan Müller Arisona, Basil Weber|
|Developer(s)||Esri R&D Center Zurich|
|Initial release||August 2008|
|Operating system||Microsoft Windows, Mac OS X, and Linux|
|Type||3D computer graphics, geodesign|
|License||Proprietary (Node-Locked or floating)|
Esri CityEngine is a three-dimensional (3D) modeling software application developed by Esri R&D Center Zurich (formerly Procedural Inc.) and is specialized in the generation of 3D urban environments. With the procedural modeling approach, CityEngine supports the creation of detailed large-scale 3D city models. CityEngine works with architectural object placement and arrangement in the same manner that VUE manages terrain, ecosystems and atmosphere mapping.
History and releases
CityEngine was developed at ETH Zurich by the original author Pascal Mueller, co-founder and CEO of Procedural Inc. During his PhD research at ETH Computer Vision Lab, Mueller invented a number of techniques for procedural modeling of 3D architectural content which make up the foundation of CityEngine. In the 2001 Siggraph publication CityEngine was presented for the first time outside of the research community. Several more research papers have featured CityEngine since then.
In 2008, the first commercial version of CityEngine was released by the Swiss company Procedural Inc and is used by professionals in urban planning, architecture, visualization, game development, entertainment, GIS, archeology and cultural heritage.
|July 21, 2008||CityEngine 2008|
|Nov 20, 2008||CityEngine 2008.2|
|Dec 17, 2008||CityEngine 2008.3|
|May 19, 2009||CityEngine 2009|
|Sept 15, 2009||CityEngine 2009.2|
|Dec 10, 2009||CityEngine 2009.3|
|June 23, 2010||CityEngine 2010|
|Oct 12, 2010||CityEngine 2010.2|
|Dec 9, 2010||CityEngine 2010.3|
|Oct 26, 2011||Esri CityEngine 2011.1|
|Feb 23, 2012||Esri CityEngine 2011.2|
|Oct 3, 2012||Esri CityEngine 2012.1|
|Nov 13, 2013||Esri city engine 2013.1|
GIS/CAD Data Support: Support for industry-standard formats such as Esri Shapefile, File Geodatabase and OpenStreetMap which allow to import/export any geo-spatial/vector data.
Rule-based Modeling Core: Procedural modeling based on CGA rules allows to control mass, geometry assets, proportions, or texturing of buildings or streets on a city-wide scale.
Parametric Modeling Interface: An interface to interactively control specific street or building parameters, such as the height or age (defined by the CGA rules)
Dynamic City Layouts: Interactive design, editing and modification of urban layouts consisting of (curved) streets, blocks and parcels.
Map-Controlled City Modeling: Global control of buildings and street parameters through image maps (for example the building heights or the landuse-mix).
Street Networks Patterns: Street grow tools to design and construct urban layouts.
Facade Wizard: Rule creator and visual facade authoring tool.
Industry-Standard 3D Formats: CityEngine supports Collada, Autodesk FBX, 3DS, Wavefront OBJ, RenderMan RIB, mental ray MI and e-on software's Vue.
Reporting (BIM for Cities): Rule-based reports to analyze urban design, e.g. automatically calculate quantities such as GFA, FAR, etc.
Python: Integrated Python scripting interface.
Available for All Platforms: Available for Windows (32/64bit), Mac OS X (64bit), and Linux (32/64bit).
CityEngine uses a procedural modeling approach to automatically generate models through a predefined rule set. The rules are defined through a CGA shape grammar system enabling the creation of complex parametric models. Users can change or add the shape grammar as much as needed providing room for new designs.
Modeling an urban environment within CityEngine usually starts out with creating a street network either with the street drawing tool or with maps imported from openstreetmap.org. The next step is to subdivide all the lots as many times as specified resulting in a map of lots and streets. By selecting all or some of the lots CityEngine can be instructed to start generating the buildings. Due to the procedural modeling technology, all buildings can be made to vary from one another to achieve an urban aesthetic. At this point the city model can be re-designed and adjusted by changing parameters or the shape grammar itself.
- ACM Siggraph 2001: Procedural Modeling of Cities - Yoav Parish and Pascal Mueller
- ACM Siggraph 2006: Procedural Modeling of Buildings - Pascal Mueller, Peter Wonka, Simon Haegler, Andreas Ulmer and Luc Van Gool
- ACM Siggraph 2007: Image-based Procedural Modeling of Facades - Pascal Mueller, Gang Zeng, Peter Wonka and Luc Van Gool
- ACM Siggraph 2008: Interactive Procedural Street Modeling - Guoning Chen, Gregory Esch, Peter Wonka, Pascal Mueller and Eugene Zhang
- Eurographics 2009: Interactive Geometric Simulation of 4D Cities - Basil Weber, Pascal Mueller, Peter Wonka and Markus Gross
- Eurographics Symposium VAST 2006: Procedural 3D Reconstruction of Puuc Buildings in Xkipché - Pascal Mueller, Tijl Vereenooghe, Peter Wonka, Iken Paap and Luc Van Gool
- Eurographics Symposium VAST 2007: Populating Ancient Pompeii with Crowds of Virtual Romans - Jonathan Maïm, Simon Haegler, Barbara Yersin, Pascal Mueller, Daniel Thalmann and Luc Van Gool
- CityEngine Resource Center
- Pascal Mueller
- ETH Computer Vision Lab
- Albert Kiefer - CityEngine Review
- 3D World: Jim Thacker - Killer 3D Technologies of 2009
- CityEngine مرجع فارسی
- Official CityEngineTV Channel on YouTube
- Google Tech Talks: CityEngine