Example-Driven Procedural Urban Roads
Synthesizing and exploring large‐scale realistic urban road networks is beneficial to 3D content creation, traffic animation and urban planning. In this paper, we present an interactive tool that allows untrained users to design roads with complex realistic details and styles. Roads are generated by...
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| Veröffentlicht in: | Computer graphics forum Jg. 35; H. 6; S. 5 - 17 |
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| Format: | Journal Article |
| Sprache: | Englisch |
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Oxford
Blackwell Publishing Ltd
01.09.2016
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| ISSN: | 0167-7055, 1467-8659 |
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| Abstract | Synthesizing and exploring large‐scale realistic urban road networks is beneficial to 3D content creation, traffic animation and urban planning. In this paper, we present an interactive tool that allows untrained users to design roads with complex realistic details and styles. Roads are generated by growing a geometric graph. During a sketching phase, the user specifies the target area and the examples. During a growing phase, two types of growth are effectively applied to generate roads in the target area; example‐based growth uses patches extracted from the source example to generate roads that preserve some interesting structures in the example road networks; procedural‐based growth uses the statistical information of the source example while effectively adapting the roads to the underlying terrain and the already generated roads. User‐specified warping, blending and interpolation operations are used at will to produce new road network designs that are inspired by the examples. Finally, our method computes city blocks, individual parcels and plausible building and tree geometries. We have used our approach to create road networks covering up to 200 km2 and containing over 3500 km of roads.
Synthesizing and exploring large‐scale realistic urban road networks is beneficial to 3D content creation, traffic animation and urban planning. In this paper, we present an interactive tool that allows untrained users to design roads with complex realistic details and styles. Roads are generated by growing a geometric graph. During a sketching phase, the user specifies the target area and the examples. During a growing phase, two types of growth are effectively applied to generate roads in the target area; example‐based growth uses patches extracted from the source example to generate roads that preserve some interesting structures in the example road networks; procedural‐based growth uses the statistical information of the source example while effectively adapting the roads to the underlying terrain and the already generated roads. |
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| AbstractList | Synthesizing and exploring large-scale realistic urban road networks is beneficial to 3D content creation, traffic animation and urban planning. In this paper, we present an interactive tool that allows untrained users to design roads with complex realistic details and styles. Roads are generated by growing a geometric graph. During a sketching phase, the user specifies the target area and the examples. During a growing phase, two types of growth are effectively applied to generate roads in the target area; example-based growth uses patches extracted from the source example to generate roads that preserve some interesting structures in the example road networks; procedural-based growth uses the statistical information of the source example while effectively adapting the roads to the underlying terrain and the already generated roads. User-specified warping, blending and interpolation operations are used at will to produce new road network designs that are inspired by the examples. Finally, our method computes city blocks, individual parcels and plausible building and tree geometries. We have used our approach to create road networks covering up to 200 km 2 and containing over 3500 km of roads. Synthesizing and exploring large‐scale realistic urban road networks is beneficial to 3D content creation, traffic animation and urban planning. In this paper, we present an interactive tool that allows untrained users to design roads with complex realistic details and styles. Roads are generated by growing a geometric graph. During a sketching phase, the user specifies the target area and the examples. During a growing phase, two types of growth are effectively applied to generate roads in the target area; example‐based growth uses patches extracted from the source example to generate roads that preserve some interesting structures in the example road networks; procedural‐based growth uses the statistical information of the source example while effectively adapting the roads to the underlying terrain and the already generated roads. User‐specified warping, blending and interpolation operations are used at will to produce new road network designs that are inspired by the examples. Finally, our method computes city blocks, individual parcels and plausible building and tree geometries. We have used our approach to create road networks covering up to 200 and containing over 3500 km of roads. Synthesizing and exploring large‐scale realistic urban road networks is beneficial to 3D content creation, traffic animation and urban planning. In this paper, we present an interactive tool that allows untrained users to design roads with complex realistic details and styles. Roads are generated by growing a geometric graph. During a sketching phase, the user specifies the target area and the examples. During a growing phase, two types of growth are effectively applied to generate roads in the target area; example‐based growth uses patches extracted from the source example to generate roads that preserve some interesting structures in the example road networks; procedural‐based growth uses the statistical information of the source example while effectively adapting the roads to the underlying terrain and the already generated roads. User‐specified warping, blending and interpolation operations are used at will to produce new road network designs that are inspired by the examples. Finally, our method computes city blocks, individual parcels and plausible building and tree geometries. We have used our approach to create road networks covering up to 200 km2 and containing over 3500 km of roads. Synthesizing and exploring large‐scale realistic urban road networks is beneficial to 3D content creation, traffic animation and urban planning. In this paper, we present an interactive tool that allows untrained users to design roads with complex realistic details and styles. Roads are generated by growing a geometric graph. During a sketching phase, the user specifies the target area and the examples. During a growing phase, two types of growth are effectively applied to generate roads in the target area; example‐based growth uses patches extracted from the source example to generate roads that preserve some interesting structures in the example road networks; procedural‐based growth uses the statistical information of the source example while effectively adapting the roads to the underlying terrain and the already generated roads. Synthesizing and exploring large-scale realistic urban road networks is beneficial to 3D content creation, traffic animation and urban planning. In this paper, we present an interactive tool that allows untrained users to design roads with complex realistic details and styles. Roads are generated by growing a geometric graph. During a sketching phase, the user specifies the target area and the examples. During a growing phase, two types of growth are effectively applied to generate roads in the target area; example-based growth uses patches extracted from the source example to generate roads that preserve some interesting structures in the example road networks; procedural-based growth uses the statistical information of the source example while effectively adapting the roads to the underlying terrain and the already generated roads. User-specified warping, blending and interpolation operations are used at will to produce new road network designs that are inspired by the examples. Finally, our method computes city blocks, individual parcels and plausible building and tree geometries. We have used our approach to create road networks covering up to 200 [Formulaomitted] and containing over 3500 km of roads. Synthesizing and exploring large-scale realistic urban road networks is beneficial to 3D content creation, traffic animation and urban planning. In this paper, we present an interactive tool that allows untrained users to design roads with complex realistic details and styles. Roads are generated by growing a geometric graph. During a sketching phase, the user specifies the target area and the examples. During a growing phase, two types of growth are effectively applied to generate roads in the target area; example-based growth uses patches extracted from the source example to generate roads that preserve some interesting structures in the example road networks; procedural-based growth uses the statistical information of the source example while effectively adapting the roads to the underlying terrain and the already generated roads. |
| Author | Nishida, G. Garcia-Dorado, I. Aliaga, D. G. |
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| Cites_doi | 10.1090/conm/342/06141 10.1145/2185520.2185574 10.1111/cgf.12077 10.1145/1944846.1944851 10.1145/2185520.2185542 10.1145/1409060.1409111 10.1145/1409060.1409113 10.1145/1778765.1778841 10.1145/2421636.2421639 10.1111/j.1467-8659.2011.01865.x 10.1111/cgf.12276 10.1007/s00371-012-0699-7 10.1145/1015706.1015775 10.1111/j.1467-8659.2009.01636.x 10.1145/2461912.2462021 10.1111/j.1467-8659.2011.02055.x 10.1145/1360612.1360702 10.1111/cgf.12329 10.1111/j.1467-8659.2009.01612.x 10.1145/2380116.2380127 10.1111/j.1467-8659.2009.01535.x 10.1080/01944360208976274 10.1109/ICCV.1999.790383 10.1109/MCG.2008.55 10.1145/1618452.1618457 10.1007/978-1-4612-0333-9 10.1145/2366145.2366187 10.1145/2508363.2508405 |
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| References | [GPGB11] Galin E., Peytavie A., Guerin E., Beneš B.: Authoring hierarchical road networks. Computer Graphics Forum 30, 7 (2011), 2021-2030. [BWSK12] Bokeloh M., Wand M., Seidel H.-P., Koltun V.: An algebraic model for parameterized shape editing. ACM TOG 31, 4 (2012), 78. [VGDA*12] Vanegas C. A., Garcia-Dorado I., Aliaga D. G., Beneš B., Waddell P.: Inverse design of urban procedural models. ACM TOG 31, 6 (2012), 168. [KST93] Kobler J., Schöning U., Toran J.: The Graph Isomorphism Problem: its structural complexity. Birkhäuser Computer Science, Switzerland, Switzerland, 1993. [Pac04] Pach J.: Towards a theory of geometric graphs. Contemporary Mathematics 342, (2004), 177-183. [EBP*12] Emilien A., Bernhardt A., Peytavie A., Cani M.-P., Galin E.: Procedural generation of villages on arbitrary terrains. Visual Computer 28, 6-8 (2012), 809-818. [GDAU14] Garcia-Dorado I., Aliaga D. G., Ukkusuri S. V.: Designing large-scale interactive traffic animations for urban modeling. Computer Graphics Forum 33, 2 (2014), 411-420. [LYFD12] Lu J., Yu F., Finkelstein A., DiVerdi S.: Helpinghand: Example-based stroke stylization. ACM TOG 31, 4 (2012), 46. [YBY*13] Yeh Y., Breeden K., Yang L., Matthew F., Hanrahan P.: Synthesis of tiled patterns using factor graphs. ACM TOG 32, 1 (2013), 3. [LSWW11] Lipp M., Scherzer D., Wonka P., Wimmer M.: Interactive modeling of city layouts using layers of procedural content. Computer Graphics Forum 30, 2 (2011), 345-354. [STBB14] Smelik R. M., Tutenel T., Bidarra R., Beneš B.: A survey on procedural modeling for virtual worlds. Computer Graphics Forum 33, 6 (2014), 31-50. [MWA*13] Musialski P., Wonka P., Aliaga D. G., Wimmer M., Gool L. V., Purgathofer W.: A survey of urban reconstruction. Computer Graphics Forum 32, 6 (2013), 146-177. [FKS*04] Funkhouser T., Kazhdan M., Shilane P., Min P., Kiefer W., Tal A., Rusinkiewicz S., Dobkin D.: Modeling by example. ACM TOG 23, 3 (2004), 652-663. [VABW09] Vanegas C. A., Aliaga D. G., Beneš B., Waddell P. A.: Interactive design of urban spaces using geometrical and behavioral modeling. ACM TOG 28, 5 (2009), 111. [Wad02] Waddell P.: Urbansim: Modeling urban development for land use, transportation and environmental planning. Journal of the American Planning Association 68, 3 (2002), 297-314. [vBM*10] Št'ava O., Beneš B., Měch R., Aliaga D. G., Krištof P.: Inverse procedural modeling by automatic generation of l-systems. Computer Graphics Forum 29, 2 (2010), 665-674. [MM08] Merrell P., Manocha D.: Continuous model synthesis. ACM TOG 27, 5 (2008), 158. [TLL*10] Talton J. O., Lou Y., Lesser S., Duke J., Měch R., Koltun V.: Metropolis procedural modeling. ACM TOG 30, 2 (2010), 11. [VAW*10] Vanegas C. A., Aliaga D. G., Wonka P., Müller P., Waddell P., Watson B.: Modeling the appearance and behavior of urban spaces. Computer Graphics Forum 29, 1 (2010), 25-42. [BWS10] Bokeloh M., Wand M., Seidel H.-P.: A connection between partial symmetry and inverse procedural modeling. ACM TOG 29, 4 (2010), 104. [CEW*08] Chen G., Esch G., Wonka P., Müller P., Zhang E.: Interactive procedural street modeling. ACM TOG 27, 3 (2008), 103. [GPMG10] Galin E., Peytavie A., Maréchal N., Guérin E.: Procedural generation of roads. Computer Graphics Forum 29, 2 (2010), 429-438. [ABVA08] Aliaga D. G., Beneš B., Vanegas C. A., Andrysco N.: Interactive reconfiguration of urban layouts. IEEE Computer Graphics and Applications 28, 3 (2008), 38-47. [YWVW13] Yang Y., Wang J., Vouga E., Wonka P.: Urban pattern: Layout design by hierarchical domain splitting. ACM TOG 32, 6 (2013), 181. [AVB08] Aliaga D. G., Vanegas C. A., Beneš B.: Interactive example-based urban layout synthesis. ACM TOG 27, 5 (2008), 108. [WSL13] Wilkie D., Sewall J., Lin M.: Flow reconstruction for data-driven traffic animation. ACM TOG 32, 4 (2013), 89. 2004; 342 2001 2012 2013; 32 2010; 29 2002; 68 2008; 27 2004; 23 2008; 28 2009 2011; 30 2012; 28 1993 1999; 2 2002 2010; 30 2012; 31 2014; 33 2009; 28 e_1_2_9_30_1 e_1_2_9_31_1 e_1_2_9_11_1 e_1_2_9_34_1 e_1_2_9_10_1 e_1_2_9_13_1 e_1_2_9_32_1 e_1_2_9_12_1 e_1_2_9_33_1 e_1_2_9_15_1 e_1_2_9_14_1 e_1_2_9_17_1 e_1_2_9_16_1 e_1_2_9_19_1 e_1_2_9_18_1 e_1_2_9_20_1 e_1_2_9_22_1 e_1_2_9_21_1 e_1_2_9_24_1 e_1_2_9_23_1 e_1_2_9_8_1 e_1_2_9_7_1 e_1_2_9_6_1 e_1_2_9_5_1 e_1_2_9_4_1 e_1_2_9_3_1 e_1_2_9_2_1 e_1_2_9_9_1 e_1_2_9_26_1 e_1_2_9_25_1 e_1_2_9_28_1 e_1_2_9_27_1 e_1_2_9_29_1 |
| References_xml | – reference: [FKS*04] Funkhouser T., Kazhdan M., Shilane P., Min P., Kiefer W., Tal A., Rusinkiewicz S., Dobkin D.: Modeling by example. ACM TOG 23, 3 (2004), 652-663. – reference: [KST93] Kobler J., Schöning U., Toran J.: The Graph Isomorphism Problem: its structural complexity. Birkhäuser Computer Science, Switzerland, Switzerland, 1993. – reference: [YBY*13] Yeh Y., Breeden K., Yang L., Matthew F., Hanrahan P.: Synthesis of tiled patterns using factor graphs. ACM TOG 32, 1 (2013), 3. – reference: [TLL*10] Talton J. O., Lou Y., Lesser S., Duke J., Měch R., Koltun V.: Metropolis procedural modeling. ACM TOG 30, 2 (2010), 11. – reference: [MWA*13] Musialski P., Wonka P., Aliaga D. G., Wimmer M., Gool L. V., Purgathofer W.: A survey of urban reconstruction. Computer Graphics Forum 32, 6 (2013), 146-177. – reference: [GDAU14] Garcia-Dorado I., Aliaga D. G., Ukkusuri S. V.: Designing large-scale interactive traffic animations for urban modeling. Computer Graphics Forum 33, 2 (2014), 411-420. – reference: [LSWW11] Lipp M., Scherzer D., Wonka P., Wimmer M.: Interactive modeling of city layouts using layers of procedural content. Computer Graphics Forum 30, 2 (2011), 345-354. – reference: [GPMG10] Galin E., Peytavie A., Maréchal N., Guérin E.: Procedural generation of roads. Computer Graphics Forum 29, 2 (2010), 429-438. – reference: [VAW*10] Vanegas C. A., Aliaga D. G., Wonka P., Müller P., Waddell P., Watson B.: Modeling the appearance and behavior of urban spaces. Computer Graphics Forum 29, 1 (2010), 25-42. – reference: [ABVA08] Aliaga D. G., Beneš B., Vanegas C. A., Andrysco N.: Interactive reconfiguration of urban layouts. IEEE Computer Graphics and Applications 28, 3 (2008), 38-47. – reference: [CEW*08] Chen G., Esch G., Wonka P., Müller P., Zhang E.: Interactive procedural street modeling. ACM TOG 27, 3 (2008), 103. – reference: [BWS10] Bokeloh M., Wand M., Seidel H.-P.: A connection between partial symmetry and inverse procedural modeling. ACM TOG 29, 4 (2010), 104. – reference: [LYFD12] Lu J., Yu F., Finkelstein A., DiVerdi S.: Helpinghand: Example-based stroke stylization. ACM TOG 31, 4 (2012), 46. – reference: [VGDA*12] Vanegas C. A., Garcia-Dorado I., Aliaga D. G., Beneš B., Waddell P.: Inverse design of urban procedural models. ACM TOG 31, 6 (2012), 168. – reference: [GPGB11] Galin E., Peytavie A., Guerin E., Beneš B.: Authoring hierarchical road networks. Computer Graphics Forum 30, 7 (2011), 2021-2030. – reference: [Wad02] Waddell P.: Urbansim: Modeling urban development for land use, transportation and environmental planning. Journal of the American Planning Association 68, 3 (2002), 297-314. – reference: [BWSK12] Bokeloh M., Wand M., Seidel H.-P., Koltun V.: An algebraic model for parameterized shape editing. ACM TOG 31, 4 (2012), 78. – reference: [EBP*12] Emilien A., Bernhardt A., Peytavie A., Cani M.-P., Galin E.: Procedural generation of villages on arbitrary terrains. Visual Computer 28, 6-8 (2012), 809-818. – reference: [VABW09] Vanegas C. A., Aliaga D. G., Beneš B., Waddell P. A.: Interactive design of urban spaces using geometrical and behavioral modeling. ACM TOG 28, 5 (2009), 111. – reference: [STBB14] Smelik R. M., Tutenel T., Bidarra R., Beneš B.: A survey on procedural modeling for virtual worlds. Computer Graphics Forum 33, 6 (2014), 31-50. – reference: [vBM*10] Št'ava O., Beneš B., Měch R., Aliaga D. G., Krištof P.: Inverse procedural modeling by automatic generation of l-systems. Computer Graphics Forum 29, 2 (2010), 665-674. – reference: [Pac04] Pach J.: Towards a theory of geometric graphs. Contemporary Mathematics 342, (2004), 177-183. – reference: [YWVW13] Yang Y., Wang J., Vouga E., Wonka P.: Urban pattern: Layout design by hierarchical domain splitting. ACM TOG 32, 6 (2013), 181. – reference: [MM08] Merrell P., Manocha D.: Continuous model synthesis. ACM TOG 27, 5 (2008), 158. – reference: [AVB08] Aliaga D. G., Vanegas C. A., Beneš B.: Interactive example-based urban layout synthesis. ACM TOG 27, 5 (2008), 108. – reference: [WSL13] Wilkie D., Sewall J., Lin M.: Flow reconstruction for data-driven traffic animation. 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| Snippet | Synthesizing and exploring large‐scale realistic urban road networks is beneficial to 3D content creation, traffic animation and urban planning. In this paper,... Synthesizing and exploring large-scale realistic urban road networks is beneficial to 3D content creation, traffic animation and urban planning. In this paper,... |
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| SubjectTerms | 3-D graphics Analysis Animation Computer graphics example-based modeling Graphs I.3.5 [Computer Graphics]: Computational Geometry and Object Modelling-I.3.6 [Computer Graphics]: Methodology and Techniques Preserves procedural modeling Roads Roads & highways street modeling Studies Terrain Traffic engineering Traffic flow Urban areas Urban planning Visualization |
| Title | Example-Driven Procedural Urban Roads |
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