COURSE PROCEDURAL MODELING OF URBAN ENVIRONMENTS
Modeling Land Use With Urban Simulation
Benjamin Watson North Carolina State University
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COURSE PROCEDURAL MODELING OF URBAN ENVIRONMENTS
Modeling Land Use With Urban Simulation
Benjamin Watson
North Carolina State Univ. http://cde.ncsu.edu/watson/ and Learning Sciences, Northwestern University Architecture, Illinois Institute of Technology
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Goals
Automatic placement of buildings
Not building generation (yet)
City layouts should be
Convincing, typical But completely novel
Controlled automation
Minimal effort, maximum effect Interruptable
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Note that we are not trying to recreate existing cities, only perhaps some of the character of existing cities. E.g. “I want a city that is a mix of Paris and Tokyo”. Thus we are not using the widespread capture technology. The tradeoff between minimal effort and maximal effect is a delicate one. “I want it, but I want it for free. Mostly”. Interruptability is key. The ability to stop a sim, edit it slightly, and restart it is a basic element of control.
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Previous: Urban Design
OCEAN: very little automation, input heavy
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Urban designers are interested in conceptual sketches embedded in current urban settings. This view was the results of hundreds of man-hours of work.
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Previous: Urban Planning
CommunityViz: input heavy, very small scale
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Urban planners are interested in prediction. For high certainty, simulations require a great deal of input, and must generally operate at a very fine or coarse resolution. This is Ascutney, Vermont: a small New England town.
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Previous: Urban Geography
SprawlSim: input heavy, coarse resolution
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Urban geographers are more interested in processes than predictions. They are trying to understand phenomena. This is Chicago IL, next to Lake Michigan. Urban geographic simulations are most relevant to our own, because they can work at appropriate levels of detail, and because they include significant automation.
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Different Goals
Non-existent places, minimizing
Input requirements Prediction requirements
User control
Not accurate processes Instead, convincing output
High resolution & large scale output
Not just one or the other
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We are not interested in existing places in this work. This means we don’t have to imitate what’s there, and we don’t require a great deal of input. We are also interesting in cities that match applied needs. Users should be able to control the sim, regardless of inaccuracies they produce. There are already large scale sims, and high resolution sims. There are very few that output entire cities at the resolutions we require (sub parcel/plot, approx 10m).
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Approach
Agent-based simulation
Similar to flocking, particles
Model urban development
Environment: terrain and structures Agents: structure developers
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We are using agent-based simulation, the same technology used for flocks, and particles. This approach has only very recently been taken up by the urban geography community.
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Results: SimCity
Layout populated by EA’s SimCity 3000: curvilinear road hierarchy, two urban cores
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Our results are 2D maps of land use, meant to be populated with automatically generated structures. EA was kind enough to loan us SimCity, which we use to populate one of our maps here. With its limited gaming setting, SimCity can constrain its development a great deal: single lane roads only, rectangular parcels only, no structures on slopes. Despite these constraints our output adds realism. SimCity uses a very simple model, just complex enough to provide good play. It is not fully automated, requiring users to “paint” zones of use onto maps. That is the essential element of play: how good a planner are you? Our simulation can be completely automated.
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Results: SimCity
Layout populated by EA’s SimCity 3000: curvilinear road hierarchy, two urban cores
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Note the curvilinear road hierarchy and dual urban cores generated by our sim.
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Results: SimCity
Zooming in on the cores: interesting, despite simplifications required by SimCity
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Results: 3D output
Rapid prototyped output: a neighborhood in Berlin, built by students
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Our tool was not designed to imitate existing places, but we tested the control we provide by having architecture students recreate existing neighborhoods in Berlin…
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Results: 3D output
Madrid
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…and Madrid. Students painted the primary roads here, and the sim filled in building and secondary road development.
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Results: land use
A 3x3 mile city: residential, commercial, industrial, park, roads
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Here is a 2D vectorized map of our output. Colors indicate land use, with dark green indicating undeveloped land. Thick grey lines are primary roads, thinner lines secondary roads, and the thinnest lines are property boundaries.
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Results: land use
Artist paints a commercial zone, and various road layouts
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In this example, the artist has directed the sim to place most commercial development around the bay, a somewhat unrealistic request.
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Results: land use
Artist paints a commercial zone, and various road layouts
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Note the many road layouts that the artist has painted onto the terrain as input constraints. These can very in orientation, “tightness”, and spacing.
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Results: land use
Zooming in… simulation takes place at sub-parcel level
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Our sim happens at a sub-parcel level on a grid. Each grid element is 12m’ on a side. Obviously the grid itself will not produce good parcel boundaries.
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Results: land use
Zooming in… simulation takes place at sub-parcel level
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Our vectorization is not adequate to smooth these. We are currently working on a good 2D smoothing post-process.
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Results: land use
Zooming in… simulation takes place at sub-parcel level
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Results: land use
A town, different clustering
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Here’s a smaller town with different clustering and primary road behavior.
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Results: land use
A town, different clustering
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Results: land use
A town, different clustering
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Results: land use
A town, different clustering
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Results: gridded
Same town, on gridded agent environment; previous results were vectorized to produce continuous edges
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Here, the first direct view of a corresponding simulation grid. All remaining results will be the sim grid itself. Here we had not yet improved our parcelling algorithm, so there are holes.
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Results: growth
Cities develop over time, starting shaped by artist constraints such as terrain, roads
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One of the advantages of our growth modeling is that we generate history, which is a crucial element of the urban “feel”. Old structures can look different than new structures.
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Results: growth
Cities develop over time, starting shaped by artist constraints such as terrain, roads
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Results: growth
Cities develop over time, starting shaped by artist constraints such as terrain, roads
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Results: growth
Cities develop over time, starting shaped by artist constraints such as terrain, roads
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Note that redevelopment and conversion of use can occur. (Compare sequential frames).
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Results: growth
History of growth can provide additional character/guidance for building placement
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Results: density
Density of use is also modeled: dense, sparse here a weak urban core
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There is a great deal of internal data to our simulations. Here we look at density of use, with brighter areas indicating dense development. This is a very loosely clustered, sprawling city.
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Input needed:
None. Optional: terrain/roads/use, global or local constraints
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Sims can run without *any* input, or can be guided by artist input constraints and parameters. Here, the artist has painted a simple geography, with high regions a brighter green/lighter blue.
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Control: centrality
Weak core: density smoothness constraint weak
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Now we’ll demonstrate artist control. Artists can easily manipulate the centrality of urban use by changing one parameter. Here loose clustering...
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Control: centrality
Stronger core: stronger smoothness constraint
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Tighter clustering… Note that these sequences are generated with the same input terrain, including a few roads. So you can see the subtle variations and randomness introduced by repeated runs of the sum on the same input (with one changed parameter).
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Control: centrality
Strong core: smoothness constraint strong
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Tightest clustering.
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Control: prevalence of each land use
Little commercial use: land cover parameter smaller
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Similarly, artists can control the amount of density and land coverage dedicated to each use by manipulating two parameters. Here, very little commercial use.
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Control: prevalence of each land use
More commercial use
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More commercial use…
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Control: prevalence of each land use
Lots of commercial use
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Still more.
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Control: clustering
Thinly distributed commercial use: importance of proximity weak
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Land uses cluster together, with varying degrees of tightness. Artists can control tightness of clustering with a per usage type parameter. Here commercial clustering is weak.
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Control: clustering
More commercial clustering
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Now it’s stronger.
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Control: clustering
Lots of commercial clustering
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And still stronger. Note the especially dense (bright red) development in the center, and that uses have largely abandoned the left side of the city.
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Control: interruptability
State of city: artist unhappy with commercial cluster top right
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We mentioned interruptiblity. Artists can change and wipe out portions of the city as they like, then watch how the city adapts.
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Control: interruptability
Erase the cluster…
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Here the artist levels the commercial concentration top right. The artist could then simply press “go”, and watch what ensues.
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Control: interruptability
Add “honey”, incentives for development.
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But the artist can provide incentives for different types of development, which we call “honey”. Here the artist paints some honey onto the city. Color indicates the sorts of development attracted by the honey. We’ve made the honey particularly strong here, for demonstration. But it can easily be made less sweet.
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Control: interruptability
Result: honey “sweetness” controllable
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And appropriate development ensues. The artist does not have to carve out new roads and property boundaries by herself.
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Developer agents
Build structures in environment Property
res, ind, com and park types
Roads
Primary, access extenders, access connectors
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Agents build things. There are seven types of developers: residential, industrial, commercial and parks, as well as primary road, access road extenders, and access road connectors.
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Property developers
During each sim tick: Move toward valuable land
Hill climbing w/ random drops
Build on most valuable land seen recently
Create parcel or increase density Keep development if profitable
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This is the basic behavior of the four types of property developers. As noted earlier, property developers can convert uses if it’s profitable. We also don’t permit industrial to be converted directly to residential, and vice versa.
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Residential value
Near water Near residential Slightly above average elevation Far from industrial uses
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Here are the major factors that residential developers use to value land, with a corresponding value field.
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Commercial value
Near market
Res & com Near primary roads
Near water Flat land (Away from parks)
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And the major factors for commercial value, with a corresponding field.
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Industrial value
Flat land Near water Near industrial Near primary roads Far from residential Far from parks
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Factors and field for industrial value.
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Park value
Near other parks Far from industrial, commercial Not valued by other uses Hilly terrain Near water Near residential
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Factors for park value.
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Calculating value
Value = Constraints × (Importance•Terrain) + Honey
Constraints: powerful limits on value Importance: relative value of terrain characteristics Terrain: attributes of local environment Honey: artist-provided development incentives
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This is the high level math of calculating property value. Importance is a vector depending on developer type. It weighs terrain attributes. Terrain is a vector depending on location. It weighs elements such as proximity to roads, water, and usage types.
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Terrain
A vector with locally varying elements, e.g.:
dw =
1 1 + dw
eh = e
(Ez − Ez − Eoffset )2
−128
Proximity to water
Elevation
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Here are two example terrain attributes: proximity to water and elevation. Value to water proximity falls with inverse square of distance. Residential folks like to have views and be slightly above average elevation.
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Importance
A vector of weights applied to each terrain element
eh = elevation ev = elevation flatness epv = elevation variance efp = elevation at flood plain dw,dr = proximity to water, res di,dpk = proximity to industry, park dpr = proximity to primary roads dm = proximity to market
Importance Usage
Residential Commercial Industrial Park
eh 0.3
ev
e pv
e fp
dw 0.3
dr 0.4 0.15
di
dpk
dpr
dm
0.2 0.5 0.1 0.1
0.15 0.3 0.1
0.4 .1 .1 0.4
0.1
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Here is a table with most of the terrain attributes in columns, and uses in rows. A few have been omitted for clarity. Importance weights are in rows. Weights sum to one, once off-screen attributes are included (just a few). For example, residential developers value above average elevation, proximity to water, and proximity to other residential development.
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Constraints
Proportions of land cover per use Proportions of population per use Density smoothness Per use proximity constraints
Changing the smoothness constraint
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Constraints are multiplicative factors that strongly limit value. We demonstrated the constraints earlier, here’s a reminder.
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Road agents
Access road extenders
Ensure that developed land is reachable
Access road connectors
Ensure that access network is connected
Primary roads
Extend, connect primary network
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There are three types of road agents. Currently we implement only two levels in a road hierarchy; more would increase realism, and be fairly simple.
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Road constraints
All paintable:
Horizontal, vertical grid spacing Grid orientation Grid tightness Overall road density
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Artists can control road layouts at a high level by painting them onto the input map. Remember that map with different griddings? Here it is again. Orientation, tightness, spacing and overall road density can be painted (pavement/sq m). Also roads can be directly painted by the artist.
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Extenders
Prospecting
Look for sites away from network Check that grid constraints okay Try to build
Attempting to build
Shortest path back to road Avoid property lines Avoid elevation change Check constraints
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Extenders navigate through a distance-from-road landscape. Road building does not always succeed: a completed segment may violate the road constraints.
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Connectors
Prospecting
Random walk of roads Choose random destination If shortest path too long, try building
Attempting to build
Trace path to destination Avoid roads, elevation change Check grid constraints, road length
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Connectors navigate on the existing road network. If a random destination is too long on existing network, build a connecting segment.
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Primary developers
Prospecting
Look for sites away from primaries Avoid other primary developers Build
Building
Toward nearest primary And toward or away from center Avoid water, prefer access roads
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Primary road buildings navigate in a distance-from-primary road landscape. They prefer to upgrade existing access roads to primary roads.
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Simulated vs. real world
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Houston
It’s easy to get road layouts and satellite imagery. Less easy to get parcel lines. Hard to get trustworthy land use information! Houston is completely unregulated: no zoning at all, zero. So it represents unfettered development activity. We have data for Chicago and Brooklyn, but this data has various flaws. Both these cities are almost completely gridded. Notice the concentration of commercial development on primary roads, with industrial development at the outskirts.
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Simulated vs. real world
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Ascutney, Vermont
Ascutney is a small New England town. It has already been bypassed by a new highway.
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Sim vs. real: configuration
Conditional probability
Given that use here is X, what is probability of having use Y nearby?
other water
r c i rd w o r
=
road
res
ind
com
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Beside just proportional areas of development by use, urban geographers use measures of spatial configuration. One important such measure is based on conditional probability. We summarize these probabilities into matrix rows, which we visualize here using a luminance mapping. Thus given that a location is developed for residential use, it’s very likely that residential use will be nearby. Road is also likely to be nearby.
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Sim vs. real: configuration
r c i rd w o r c i rd w o
Simulation:
Houston:
radius 40’
radius 160’
radius 640’
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Here are the complete matrices for various radii. The bright diagonals indicate strong clustering by use. Roads are quite likely to be close to res, com and ind use, especially as the radius of the measured neighborhood increases. The two sets of matrices are strikingly similar. One exception is the greater proximity of water to industrial use in Houston; a geographic dependency.
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Future work
Near term
Speed Mixed use Better parcels Deeper road hierarchy
We are working on
Higher level control History, culture, “character”
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Speed: we have focused on correctness rather than speed to date. We use NetLogo, a language and development envt implemented on top of Java. A 3x3 mile city can take several hours to develop. We believe a port to C++ and simple optimizations would increase speed several fold. This is important for realizing interactive use. Mixed use: uses currently cannot share a parcel. This parcel sharing is quite common in urban centers. Better parcels. As we mentioned earlier, we must improve and “smooth” parcel boundaries in a post process. We will do this using 2D polygonal optimizations. Higher level control: We would like to describe high level character using sets of the parameters we have currently implemented, and permit artists to interact at that level, rather than just at the lower levels. For example, “Chinese” development, 18th century development, etc. History brings changing technology, and therefore changing patterns of development: thus the marked difference between urban cores and suburbs. We would like to implement mechanisms for changing parameter values over time.
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References
Urban planning
Brail, R. and Klosterman, R. (eds.). 2001. Planning Support Systems. Redlands: ESRI Press.
Urban design
Testa, P., O'Reilly, U., Kangas, M. AND Kilian, A. 2000. MoSS: Morphogenetic Surface Structure — a software tool for design exploration. Proc. Digital Creativity Symp. (Univ. Greenwich), 71-80. Bettum, J. AND Hensel, M. 2000. Channeling systems: dynamic processes and digital time-based methods in urban design”, Contemporary Processes in Architecture, Architectural Design, 70, 3, 36-43.
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References
Urban geography
Benenson, I. and Torrens, P. 2004. Geosimulation: automata-based modeling of urban phenomena. Chicester, England: John Wiley & Sons. Clarke, K., Hoppen, S. and Gaydos, L. 1997. A self-modifying cellular automata model of historical urbanization in the San Francisco Bay area. Environment and Planning B: Planning and Design, 24, 2, 247-261. Torrens, P. 2002. SprawlSim: modeling sprawling urban growth using automatabased models. In Parker, D., Berger, T., Manson, S. and McConnell, W. (eds.) Agent-Based Models of Land-Use/Land-Cover Change. Louvain-la-Neuve, Belgium: LUCC International Project Office, 69-76. Waddell, P. and Ulfarsson, G. 2004. Introduction to urban simulation: design and development of operational models. In Handbook in Transport, Volume 5: Transport Geography and Spatial Systems, Stopher, Button, Kingsley, Hensher eds. Pergamon Press, pages 203-236.
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COURSE PROCEDURAL MODELING OF URBAN ENVIRONMENTS
Final Notes
We will try to produce updated course notes. Please check the web pages of the speakers to get the latest version of these notes
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