Sparse Pixel Vectorization: An Algorithm and Its Performance Evaluation
IEEE Transactions on Pattern Analysis and Machine Intelligence
A fast parallel algorithm for thinning digital patterns
Communications of the ACM
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
A new vectorization-based approach to the skeletonization of binary images
ICDAR '95 Proceedings of the Third International Conference on Document Analysis and Recognition (Volume 2) - Volume 2
Cartoon Image Vectorization Based on Shape Subdivision
CGI '01 Proceedings of the International Conference on Computer Graphics
ACM SIGGRAPH 2003 Papers
Automatic extraction of road intersections from raster maps
Proceedings of the 13th annual ACM international workshop on Geographic information systems
Procedural modeling of buildings
ACM SIGGRAPH 2006 Papers
King Kong: the building of 1933 New York City
ACM SIGGRAPH 2006 Sketches
Interactive procedural street modeling
ACM SIGGRAPH 2008 papers
Procedural Urban Modeling in Practice
IEEE Computer Graphics and Applications
Interactive example-based urban layout synthesis
ACM SIGGRAPH Asia 2008 papers
IEEE Transactions on Visualization and Computer Graphics
Procedural content generation for games: A survey
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Hi-index | 0.00 |
In the digital entertainment industry, cities are one of the largest artifacts modeled by artists. One alternative to modeling an entire city by hand is to use an urban simulation. Often, those simulations use a gridded terrain representation. Translating gridded simulation results into a more continuous, realistic representation useful in games and film can often be difficult. Our vectorization process transforms gridded urban land use data into a representation useful in entertainment pipelines and many GIS or online mapping tools. The process has three major phases. In the first phase, the raster data is analyzed and the transportation layer is abstracted and filtered. Next, the city blocks are constructed from the raster data. Third, the blocks are subdivided and land use and density are assigned to each constructed parcel. The results are much smoother than the gridded input, but maintain the land use patterns of that input. We output these results in a GIS format readable by a wide range of modeling tools.