A sketch-based system for highway design with user-specified regions of influence
Authors: C. S. Applegate, S. D. Laycock and A. M. Day. Published in: Computers & Graphics, Volume 36, Issue 6, October 2012, Pages 685-695, ISSN 0097-8493, 10.1016/j.cag.2012.03.033.
Paper:
- http://dx.doi.org/10.1016/j.cag.2012.03.033
Video:
- http://youtu.be/CrFHVncLKos
To create traffic simulations of high visual-fidelity, each component part needs to be designed and modelled in great... more To create traffic simulations of high visual-fidelity, each component part needs to be designed and modelled in great detail. Roads can be created manually, but this can become a time-consuming and laborious process when modelling large-scale networks. Therefore, automated techniques for generating road networks efficiently and effectively, is highly desirable in both urban-planning and entertainment industries. In this paper we present a novel sketch-based tool to semi-automate the design, creation, and visualisation of road networks across both flat and undulating terrains. Our tool is guided by input sketches and a combination of prioritised constraints, including the curvature of roads, their inclination, and the volume of ground that would be displaced during construction. We introduce ‘Influence Regions’ which are user-specified areas of the terrain that influence the path of the roads generated, and are used to attract or repel roads to/from certain obstacles or designated areas, such as forestation, listed buildings, marshland, etc. A user study is conducted to evaluate the usability of the system and the quality of roads generated in a diverse range of scenarios. The results indicate that our system is both user-friendly and able to produce roads that are true to the user's intention.
Visual C++/CLI-Curso Completo
With Isabel Sampaio. Book, Publisher: FCA Editora de Informática, LIDEL, 2007, ISBN 978-972-722-364-0, pp.504. Supported by FCT-Portuguese Foundation for Science and Technology.
CAFE: A Modern C++ Interface to the EPICS Channel Access Library
by Marc Sloan
Co-authored with Jan Chrin and presented at ICALEPCS 2011
CAFE (Channel Access interFacE) is a C++ library that provides a modern, multifaceted interface to the EPICS-based... more
CAFE (Channel Access interFacE) is a C++ library that provides a modern, multifaceted interface to the EPICS-based control system. CAFE makes extensive use of
templates and containers with multiple STL-compatible access methods to enhance efficiency, flexibility and performance. Stability and robustness are accomplished by
ensuring that connectivity to EPICS channels remains in a well defined state in every eventuality, and results of all synchronous and asynchronous operations are captured
and reported with integrity. CAFE presents the user with a number of options for writing and retrieving data to and from the control system. In addition to basic read and write
operations, a further abstraction layer provides transparency to more intricate functionality involving logical sets of data; such object sequences are easily instantiated
through an XML-based configuration mechanism. CAFE's suitability for use in a broad spectrum of applications is demonstrated. These range from high performance Qt GUI
(Graphical User Interface) control widgets, to event processing agents that propagate data through the Object Managements Group's Data Distribution Service (OMG-DDS),
to script-like frameworks such as MATLAB. The methodology for the modular use of CAFE serves to improve maintainability by enforcing a logical boundary between the
channel access components and the programming extensions of the application framework at hand.
A Sketch-Based Algorithm for Generating Roads
Authors: C. S. Applegate, S. D. Laycock and A. M. Day. Published in: Proceedings of the Eighth Eurographics Symposium on Sketch-Based Interfaces and Modeling, Vancouver, British Columbia, Canada, August 2011.
Poster: http://chrisapplegate.files.wordpress.com/2011/09/a-sketch-based-algor
To create traffic simulations of high visual-fidelity, each road needs to be designed and modelled in great detail to... more To create traffic simulations of high visual-fidelity, each road needs to be designed and modelled in great detail to conform with the governing rules and regulations of highway design. Roads could be created manually, but this can become a time-consuming and laborious process when modelling large-scale networks. Therefore, automated techniques for generating road networks efficiently, without any prior user knowledge of road design principles, is highly desirable in both urban-planning and entertainment industries. We present a novel sketch based algorithm to generate roads across both flat and undulating terrains. The algorithm is guided by input sketches and a combination of prioritised constraints, including the curvature of roads, their inclination, and the volume of ground that would be displaced during construction.
Real-Time Traffic Simulation Using Cellular Automata
Authors: C. S. Applegate, S. D. Laycock and A. M. Day. Published in EG UK Theory and Practice of Computer Graphics, Sheffield, UK, pp 91-98, September 2010.
The definitive version is available at diglib.eg.org:
http://dx.doi.org/10.2312/LocalChapterEvents/TPCG/TPCG10/091-098
In this paper, we present a method to simulate large-scale traffic networks, at real-time frame-rates. Our novel... more In this paper, we present a method to simulate large-scale traffic networks, at real-time frame-rates. Our novel contributions include a method to automatically generate a road graph from real-life data, and our extension to a discrete traffic model, which we use to simulate traffic, demonstrating continuous vehicle motion between discrete locations. Given Ordnance Survey data, we automatically generate a road graph, identifying roads, junctions, and their connections. We distribute cells at regular intervals throughout the graph, which are used as discrete vehicle locations in our traffic model. Vehicle positions are then interpolated between cells to obtain continuous animation. We test the performance of our model using a 500 x 500m2 area of a real city, and demonstrate that our model can simulate over 600 vehicles at real-time frame-rates (>80% network density).
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Seen by: and 7 moreA Sketch-Based System for Highway Design
Authors: C. S. Applegate, S. D. Laycock and A. M. Day. Published in: Proceedings of the Eighth Eurographics Symposium on Sketch-Based Interfaces and Modeling, Vancouver, British Columbia, Canada, pp 55-62, August 2011.
Paper:
- http://dx.doi.org/10.1145/2021164.2021175
- http://diglib.eg.org/EG/DL/WS/SBM/SBM11/
Video:
-http://youtu.be/Us8lbZq5ZHs
To create traffic simulations of high visual-fidelity, each road needs to be designed and modelled in great detail to... more To create traffic simulations of high visual-fidelity, each road needs to be designed and modelled in great detail to conform with the governing rules and regulations of highway design. Roads could be created manually, but this can become a time-consuming and laborious process when modelling large-scale networks. Therefore, automated techniques for generating road networks efficiently and effectively, without any prior user knowledge of road design principles and practices, is highly desirable in both urban-planning and entertainment industries. In this paper, we present a novel sketch-based tool to semi-automate the design, creation and visualisation of realistic road networks across both flat and undulating terrains. Our tool is guided by input sketches and a combination of prioritised constraints, including the curvature of roads, their inclination, and the volume of ground that would be displaced during construction. Furthermore, we present an extension to a cellular automata traffic behaviour model that utilises more accurate car-following rules to simulate large-scale networks with high visual-fidelity.
Implementing Lazy Streams In C++
Co-Authored with David Renz
EXAMPLE CODE HERE: more
EXAMPLE CODE HERE: https://github.com/borowcm/Sandbox-Nemesis/tree/master/lazyStream
We show that the ability of a lazy language, like Haskell, to allow
procedures to lazily generate a stream of tokens can be added to ANSI C++ merely by writing code in a style which uses classes to implement function closures. Coding in this style provides an easy way to handle infinite streams in C++, results in application layer implementations that closely resemble a problem’s specification, and can be applied to a wide
variety of problems in computer science.
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