Fig. 1. Terrain and city map used in games[4].
Fig. 2. Texture synthesis[3].
Fig. 3. Adaptive synthesis of distance fields[13].
Fig. 4. Various types of prefabs.
Fig. 5. Grid based city map generation (gray : town model, blue : cross road model, pink : street model).
Fig. 6. City maps updated by movement of car (arrow : delete areas, red area : view-dependent area).
Fig. 7. Blocked cases.
Fig. 8. Init scene with random generation of road and town.
Fig. 9. Large city map calculated during preprocessing.
Fig. 10. City map generation with our method.
Fig. 11. View-dependent area with virtual camera.
Fig. 12. City map generation with our method andview-dependent method.
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