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dc.contributor.authorBene , Janen_US
dc.contributor.authorWilkie, Alexanderen_US
dc.contributor.authorKrivánek, Jaroslaven_US
dc.contributor.editorOliver Deussen and Hao (Richard) Zhangen_US
dc.date.accessioned2015-03-03T12:45:17Z
dc.date.available2015-03-03T12:45:17Z
dc.date.issued2014en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12283en_US
dc.description.abstractWe present a model for growing procedural road networks in and close to cities. The main idea of our paper is that a city cannot be meaningfully simulated without taking its neighbourhood into account. A simple traffic simulation that considers this neighbourhood is then used to grow new major roads and to influence the locations of minor road growth. Waterways are introduced and used to help position the city nuclei on the map. The resulting cities are formed by allowing several smaller settlements to grow together and to form a rich road structure, much like in real world, and require only minimal per-city input, allowing for batch generation.We present a model for growing procedural road networks in and close to cities. The main idea of our paper is that a city cannot be meaningfully simulated without taking its neighbourhood into account. A simple traffic simulation that considers this neighbourhood is then used to grow new major roads and to influence the locations of minor road growth. Waterways are introduced and used to help position the city nuclei on the map. The resulting cities are formed by allowing several smaller settlements to grow together and to form a rich road structure, much like in real world, and require only minimal per-city input, allowing for batch generation.en_US
dc.publisherThe Eurographics Association and John Wiley and Sons Ltd.en_US
dc.titleProcedural Modelling of Urban Road Networksen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume33
dc.description.number6


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