Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Artificial fishes: physics, locomotion, perception, behavior
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Visual models of plants interacting with their environment
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
ACM SIGGRAPH 2003 Papers
Generating Autonomous Time-Varying Virtual Cities
CW '04 Proceedings of the 2004 International Conference on Cyberworlds
Procedural modeling of buildings
ACM SIGGRAPH 2006 Papers
ACM SIGGRAPH 2006 Papers
Image-based procedural modeling of facades
ACM SIGGRAPH 2007 papers
Interactive visual editing of grammars for procedural architecture
ACM SIGGRAPH 2008 papers
Interactive procedural street modeling
ACM SIGGRAPH 2008 papers
ACM SIGGRAPH Asia 2008 papers
Interactive example-based urban layout synthesis
ACM SIGGRAPH Asia 2008 papers
International Journal of Geographical Information Science
IEEE Transactions on Visualization and Computer Graphics
I3D '11 Symposium on Interactive 3D Graphics and Games
Procedural Interpolation of Historical City Maps
Computer Graphics Forum
Procedural Generation of Parcels in Urban Modeling
Computer Graphics Forum
Inverse design of urban procedural models
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Virtual cities in urban planning: the uppsala case study
Journal of Theoretical and Applied Electronic Commerce Research
Urban pattern: layout design by hierarchical domain splitting
ACM Transactions on Graphics (TOG)
The Visual Computer: International Journal of Computer Graphics
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The main contribution of our work is in closing the loop between behavioral and geometrical modeling of cities. Editing of urban design variables is performed intuitively and visually using a graphical user interface. Any design variable can be constrained or changed. The design process uses an iterative dynamical system for reaching equilibrium: a state where the demands of behavioral modeling match those of geometrical modeling. 3D models are generated in a few seconds and conform to plausible urban behavior and urban geometry. Our framework includes an interactive agent-based behavioral modeling system as well as adaptive geometry generation algorithms. We demonstrate interactive and incremental design and editing for synthetic urban spaces spanning over 200 square kilometers.