Interactive procedural street modeling
By Guoning Chen, Gregory Esch, Peter Wonka, Pascal Müller, Eugene Zhang. ACM Transactions on Graphics, 2008
294 citations recorded by the source corpus.
Subfields: Building and Construction, Computer Vision and Pattern Recognition
View Paper: https://www.semanticscholar.org/paper/1b6daa043aaeb8104c425a4043532a8a9a8d235b
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Building and Construction
In Computer Vision and Pattern Recognition
- Ramesh Raskar
- Yuanhang Qi
- Ligang Liu
- Rafael Bidarra
- Krzysztof Koperski
- Xiaoming Fu
- Rui Tang
- J. Kraker
Citations in the corpus
- DeepGlobe 2018: A Challenge to Parse the Earth through Satellite Images (2018, background): “The procedural generation of streets [13, 23] creates detailed and structurally realistic models, however written grammars are not based on the real world.”
- A Survey of Procedural Methods for Terrain Modelling (2009, methodology): “Chen et al. (2008) propose interactive modelling of road networks by the use of tensor fields.”
- Data-driven interior plan generation for residential buildings (2019, background): “There are many types of layouts, such as urban layouts [Aliaga et al. 2008; Chen et al. 2008; Peng et al. 2016, 2014; Yang et al. 2013], game level layouts [Hendrikx et al. 2013; Ma et al. 2014], architectural layouts [Bao et al. 2013; Harada et al. 1995; Müller et al. 2006], interior layouts [Feng…”
- Procedural content generation for games: A survey (2013, background): “Some techniques may focus on stochastic outcome [Ashlock 2010; Edwards 2011], rather than the deterministic outcome present in Elite and .kkrieger ; other [Chen et al. 2008; Smith et al. 2010; Smelik et al. 2010] may focus on human-aided content generation.”