More than half of the world's roads lack adequate street addressing systems. Lack of addresses is even more visible in daily lives of people in developing countries. We would like to object to the assumption that having an address is a luxury, by proposing a generative address design that maps the world in accordance with streets. The addressing scheme is designed considering several traditional street addressing methodologies employed in the urban development scenarios around the world. Our algorithm applies deep learning to extract roads from satellite images, converts the road pixel confidences into a road network, partitions the road network to find neighborhoods, and labels the regions, roads, and address units using graph- and proximity-based algorithms. We present our results on a sample US city, and several developing cities, compare travel times of users using current ad hoc and new complete addresses, and contrast our addressing solution to current industrial and open geocoding alternatives.
Automating the generation of maps is extensively studied in the urban procedural modeling world @cite_10 @cite_23 @cite_21 @cite_9 @cite_7 , creating detailed and structurally realistic models, but none of them are applicable as a synthesis method on real world. On the other hand, inverse procedural modeling approaches @cite_30 process real-world data for generative representations. We follow this last path and rely on satellite imagery as the input of our synthesis approach.
@cite_30 @cite_7 @cite_9 @cite_21 @cite_23 @cite_10
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This course presents a collection of state-of-the-art approaches for modeling and editing of 3D models for virtual worlds, simulations, and entertainment, in addition to real-world applications. The first contribution of this course is a coherent review of inverse procedural modeling (IPM) (i.e., proceduralization of provided 3D content). We describe different formulations of the problem as well as solutions based on those formulations. We show that although the IPM framework seems under-constrained, the state-of-the-art solutions actually use simple analogies to convert the problem into a set of fundamental computer science problems, which are then solved by corresponding algorithms or optimizations. The second contribution includes a description and categorization of results and applications of the IPM frameworks. Moreover, a substantial part of the course is devoted to summarizing different domain IPM frameworks for practical content generation in modeling and animation. In modern urban areas, we often find a transportation network that follows a superimposed pattern. In this paper, we propose a novel method to generate a virtual traffic network based on (1) image-derived templates, and (2) a rule-based generating system. Using 2D images as input maps, various road maps with different patterns could be produced. This traffic network generating model adjusts itself intelligently in order to avoid restricted geographical areas or urban developments. The generative model follows closely directions of elevation and connects road ends in ways that allow various types of breakpoints. We present an interactive system for synthesizing urban layouts by example. Our method simultaneously performs both a structure-based synthesis and an image-based synthesis to generate a complete urban layout with a plausible street network and with aerial-view imagery. Our approach uses the structure and image data of real-world urban areas and a synthesis algorithm to provide several high-level operations to easily and interactively generate complex layouts by example. The user can create new urban layouts by a sequence of operations such as join, expand, and blend without being concerned about low-level structural details. Further, the ability to blend example urban layout fragments provides a powerful way to generate new synthetic content. We demonstrate our system by creating urban layouts using example fragments from several real-world cities, each ranging from hundreds to thousands of city blocks and parcels. Modeling a city poses a number of problems to computer graphics. Every urban area has a transportation network that follows population and environmental influences, and often a superimposed pattern plan. The buildings appearances follow historical, aesthetic and statutory rules. To create a virtual city, a roadmap has to be designed and a large number of buildings need to be generated. We propose a system using a procedural approach based on L-systems to model cities. From various image maps given as input, such as land-water boundaries and population density, our system generates a system of highways and streets, divides the land into lots, and creates the appropriate geometry for the buildings on the respective allotments. For the creation of a city street map, L-systems have been extended with methods that allow the consideration of global goals and local constraints and reduce the complexity of the production rules. An L-system that generates geometry and a texturing system based on texture elements and procedural methods compose the buildings. We present a method for interactive procedural generation of parcels within the urban modeling pipeline. Our approach performs a partitioning of the interior of city blocks using user-specified subdivision attributes and style parameters. Moreover, our method is both robust and persistent in the sense of being able to map individual parcels from before an edit operation to after an edit operation – this enables transferring most, if not all, customizations despite small to large-scale interactive editing operations. The guidelines guarantee that the resulting subdivisions are functionally and geometrically plausible for subsequent building modeling and construction. Our results include visual and statistical comparisons that demonstrate how the parcel configurations created by our method can closely resemble those found in real-world cities of a large variety of styles. By directly addressing the block subdivision problem, we intend to increase the editability and realism of the urban modeling pipeline and to become a standard in parcel generation for future urban modeling methods. © 2012 Wiley Periodicals, Inc. This paper addresses the problem of interactively modeling large street networks. We introduce an intuitive and flexible modeling framework in which a user can create a street network from scratch or modify an existing street network. This is achieved through designing an underlying tensor field and editing the graph representing the street network. The framework is intuitive because it uses tensor fields to guide the generation of a street network. The framework is flexible because it allows the user to combine various global and local modeling operations such as brush strokes, smoothing, constraints, noise and rotation fields. Our results will show street networks and three-dimensional urban geometry of high visual quality.