8,885 research outputs found

    A graph-based approach for the structural analysis of road and building layouts

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    A better understanding of the relationship between the structure and functions of urban and suburban spaces is one of the avenues of research still open for geographical information science. The research presented in this paper develops several graph-based metrics whose objective is to characterize some local and global structural properties that reflect the way the overall building layout can be cross-related to the one of the road layout. Such structural properties are modeled as an aggregation of parcels, buildings, and road networks. We introduce several computational measures (Ratio Minimum Distance, Minimum Ratio Minimum Distance, and Metric Compactness) that respectively evaluate the capability for a given road to be connected with the whole road network. These measures reveal emerging sub-network structures and point out differences between less-connective and moreconnective parts of the network. Based on these local and global properties derived from the topological and graph-based representation, and on building density metrics, this paper proposes an analysis of road and building layouts at different levels of granularity. The metrics developed are applied to a case study in which the derived properties reveal coherent as well as incoherent neighborhoods that illustrate the potential of the approach and the way buildings and roads can be relatively connected in a given urban environment. Overall, and by integrating the parcels and buildings layouts, this approach complements other previous and related works that mainly retain the configurational structure of the urban network as well as morphological studies whose focus is generally limited to the analysis of the building layout

    The Network Analysis of Urban Streets: A Primal Approach

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    The network metaphor in the analysis of urban and territorial cases has a long tradition especially in transportation/land-use planning and economic geography. More recently, urban design has brought its contribution by means of the "space syntax" methodology. All these approaches, though under different terms like accessibility, proximity, integration,connectivity, cost or effort, focus on the idea that some places (or streets) are more important than others because they are more central. The study of centrality in complex systems,however, originated in other scientific areas, namely in structural sociology, well before its use in urban studies; moreover, as a structural property of the system, centrality has never been extensively investigated metrically in geographic networks as it has been topologically in a wide range of other relational networks like social, biological or technological. After two previous works on some structural properties of the dual and primal graph representations of urban street networks (Porta et al. cond-mat/0411241; Crucitti et al. physics/0504163), in this paper we provide an in-depth investigation of centrality in the primal approach as compared to the dual one, with a special focus on potentials for urban design.Comment: 19 page, 4 figures. Paper related to the paper "The Network Analysis of Urban Streets: A Dual Approach" cond-mat/041124

    Adversarially Tuned Scene Generation

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    Generalization performance of trained computer vision systems that use computer graphics (CG) generated data is not yet effective due to the concept of 'domain-shift' between virtual and real data. Although simulated data augmented with a few real world samples has been shown to mitigate domain shift and improve transferability of trained models, guiding or bootstrapping the virtual data generation with the distributions learnt from target real world domain is desired, especially in the fields where annotating even few real images is laborious (such as semantic labeling, and intrinsic images etc.). In order to address this problem in an unsupervised manner, our work combines recent advances in CG (which aims to generate stochastic scene layouts coupled with large collections of 3D object models) and generative adversarial training (which aims train generative models by measuring discrepancy between generated and real data in terms of their separability in the space of a deep discriminatively-trained classifier). Our method uses iterative estimation of the posterior density of prior distributions for a generative graphical model. This is done within a rejection sampling framework. Initially, we assume uniform distributions as priors on the parameters of a scene described by a generative graphical model. As iterations proceed the prior distributions get updated to distributions that are closer to the (unknown) distributions of target data. We demonstrate the utility of adversarially tuned scene generation on two real-world benchmark datasets (CityScapes and CamVid) for traffic scene semantic labeling with a deep convolutional net (DeepLab). We realized performance improvements by 2.28 and 3.14 points (using the IoU metric) between the DeepLab models trained on simulated sets prepared from the scene generation models before and after tuning to CityScapes and CamVid respectively.Comment: 9 pages, accepted at CVPR 201

    An analysis of the use of graphics for information retrieval

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    Several research groups have addressed the problem of retrieving vector graphics. This work has, however, focused either on domain-dependent areas or was based on very simple graphics languages. Here we take a fresh look at the issue of graphics retrieval in general and in particular at the tasks which retrieval systems must support. The paper presents a series of case studies which explored the needs of professionals in the hope that these needs can help direct future graphics IR research. Suggested modelling techniques for some of the graphic collections are also presented

    Example-Based Urban Modeling

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    The manual modeling of virtual cities or suburban regions is an extremely time-consuming task, which expects expert knowledge of different fields. Existing modeling tool-sets have a steep learning curve and may need special education skills to work with them productively. Existing automatic methods rely on rule sets and grammars to generate urban structures; however, their expressiveness is limited by the rule-sets. Expert skills are necessary to typeset rule sets successfully and, in many cases, new rule-sets need to be defined for every new building style or street network style. To enable non-expert users, the possibility to construct urban structures for individual experiments, this work proposes a portfolio of novel example-based synthesis algorithms and applications for the controlled generation of virtual urban environments. The notion example-based denotes here that new virtual urban environments are created by computer programs that re-use existing digitized real-world data serving as templates. The data, i.e., street networks, topography, layouts of building footprints, or even 3D building models, necessary to realize the envisioned task is already publicly available via online services. To enable the reuse of existing urban datasets, novel algorithms need to be developed by encapsulating expert knowledge and thus allow the controlled generation of virtual urban structures from sparse user input. The focus of this work is the automatic generation of three fundamental structures that are common in urban environments: road networks, city block, and individual buildings. In order to achieve this goal, the thesis proposes a portfolio of algorithms that are briefly summarized next. In a theoretical chapter, we propose a general optimization technique that allows formulating example-based synthesis as a general resource-constrained k-shortest path (RCKSP) problem. From an abstract problem specification and a database of exemplars carrying resource attributes, we construct an intermediate graph and employ a path-search optimization technique. This allows determining either the best or the k-best solutions. The resulting algorithm has a reduced complexity for the single constraint case when compared to other graph search-based techniques. For the generation of road networks, two different techniques are proposed. The first algorithm synthesizes a novel road network from user input, i.e., a desired arterial street skeleton, topography map, and a collection of hierarchical fragments extracted from real-world road networks. The algorithm recursively constructs a novel road network reusing these fragments. Candidate fragments are inserted into the current state of the road network, while shape differences will be compensated by warping. The second algorithm synthesizes road networks using generative adversarial networks (GANs), a recently introduced deep learning technique. A pre- and postprocessing pipeline allows using GANs for the generation of road networks. An in-depth evaluation shows that GANs faithfully learn the road structure present in the example network and that graph measures such as area, aspect ratio, and compactness, are maintained within the virtual road networks. To fill empty city blocks in road networks we propose two novel techniques. The first algorithm re-uses real-world city blocks and synthesizes building footprint layouts into empty city blocks by retrieving viable candidate blocks from a database. We evaluate the algorithm and synthesize a multitude of city block layouts reusing real-world building footprint arrangements from European and US-cities. In addition, we increase the realism of the synthesized layouts by performing example-based placement of 3D building models. This technique is evaluated by placing buildings onto challenging footprint layouts using different example building databases. The second algorithm computes a city block layout, resembling the style of a real-world city block. The original footprint layout is deformed to construct a textit{guidance map}, i.e., the original layout is transferred to a target city block using warping. This guidance map and the original footprints are used by an optimization technique that computes a novel footprint layout along the city block edges. We perform a detailed evaluation and show that using the guidance map allows transferring of the original layout, locally as well as globally, even when the source and target shapes drastically differ. To synthesize individual buildings, we use the general optimization technique described first and formulate the building generation process as a resource-constrained optimization problem. From an input database of annotated building parts, an abstract description of the building shape, and the specification of resource constraints such as length, area, or a number of architectural elements, a novel building is synthesized. We evaluate the technique by synthesizing a multitude of challenging buildings fulfilling several global and local resource constraints. Finally, we show how this technique can even be used to synthesize buildings having the shape of city blocks and might also be used to fill empty city blocks in virtual street networks. All algorithms presented in this work were developed to work with a small amount of user input. In most cases, simple sketches and the definition of constraints are enough to produce plausible results. Manual work is necessary to set up the building part databases and to download example data from mapping services available on the Internet

    Decision aid problems criteria for infrastructure networks vulnerability analysis (regular paper)

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    Natural disasters through infrastructure networks might aggravate or mitigate consequences to stakes. The objective of this paper is to characterize this kind of situation in order to provide a solid foundation for the decision aid. This characterization includes a description of the typology, actions and potential actions identification, determining preference systems, as well as a set of specific problems to each phase
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