The Hellenistic City Model Inspired by Koolhaas (original) (raw)

The Hellenistic city model inspired by Koolhaas: A test case for a generic city model

Computation: The New Realm of Architectural Design [27th eCAADe Conference Proceedings], 2009

In this paper, we suggest a generic city description model suited for purposes like semi-automatic city modeling and urban layout evaluation. The generic city model refers to basic vital functions of a (computable) city. Feature patterns are used to extend the generic city model with global and local characteristics. The Hellenistic cities serve as a platform for a first implementation to test a semi-automatic city model generation. As a result four cities are reconstructed as a first example of our ongoing work, Miletus, Knidos, Priene and Olynthus. Future work will deal with the application of the generic city model to the performance simulation of contemporary urban layouts.

City Models--Automation in Research and Practice

2001

This paper concentrates on the role of automated extraction of city models in today's practical work. The state of research and practical implementations is compared and the question is raised why the degree of automation in modelling systems is still very low -despite many years of scientific research efforts. Some of the problems are identified, in particular the need to achieve a high degree of automation and to assess the advantage of automatic components by looking at the effects on the entire processing chain rather than only single stages. Three examples for automation are given. The first two are approaches for the reconstruction of building geometry which integrate 2D ground plan information with digital surface models. A heuristic subdivision of ground plans into rectangles as well as a rule-based reconstruction relying on discrete relaxation and constrained tree search are discussed. The third example shows how quality control can be automated using digital surface models.

CyberCity Modeler, a tool for interactive 3-D city model generation

Cybercity Modeler (CC-Modeler) is a semi-automated generator for 3-D objects of built-up environments. Given the primary data as point clouds measured on Analytical Plotters or Digital Stations, CC-Modeler presents a new method for fitting planar structures to the measured sets of point clouds. While this topology generator has been originally designed to model buildings, it can also be used for other objects, which may be approximated by polyhedron surfaces. We have used it so far for roads, rivers, parking lots, ships, etc. CC-Modeler is a generic topology generator. The problem of fitting planar faces to point clouds is treated as a Consistent Labeling problem, which is solved by probabilistic relaxation. Once the faces are defined and the related points are determined, a simultaneous least squares adjustment is applied in order to fit the faces jointly to the given measurements in an optimal way. We first present the processing flow of CC-Modeler. Then, the algorithm of structuring the 3-D point data is outlined. Finally, we show the results of several data sets that have been produced with CC-Modeler. Also, reference is made to a new concept for a spatial information system (CC-SIS, CyberCity Spatial Information System)which is currently under development.

A Working Session on 3-D City Modeling

On the occasion of a presentation on a city model for Graz at the eCAADe-conference in Weimar (2000), some attendees informed us about their previous work in this field and the idea of preparing a working session with collegues involved in 3-D city modeling was born. During the initial phase of research for this eCAADe conference activity it turned out that a large number of city models has been created in the course of time for different reasons resp. purposes. Therefore a rich variety in the production of city models can be noticed. This working session on 3-D city modeling brings together experts focusing on different aspects concerning the creation and use of city models, such as data input, data structure, data storage and data quality. Also the definition of a perspective on the future of 3-D city modeling can be regarded as an important topic. In this paper a rough overview on the different submissions will be presented. Furthermore three blitz statements are incorporated as time was too short to produce a full paper. Both with the individual contributions as with this overview paper it is intended to present a knowledge-base to this working field. Finally, the start for a growing bibliography was made in order to support future work in this area.

Modeling of RL- cities

eCAADe proceedings

In this paper we present an outline of a newly started project to develop a city generator for use in urban planning. The aim of the project is to develop a rule-based system which is capable of generation lookalike cities. Lookalike cities are cities which resemble real life cities without being an exact copy of it. A city consists of several zones; each zone has it own identity. In order to generate lookalike cities, these zone-identities need to be capture into rules which the system can 'read'.

Procedural city layout generation based on urban land use models

2009

Abstract Training and simulation applications in virtual worlds require significant amounts of structurally plausible urban environments. Procedural generation is an efficient way to create such models. Existing approaches for procedural modelling of cities aim at facilitating the work of urban planners and artists, but either require expert knowledge or external input data to generate results that resemble real-life cities, or they have long computation times, and thus are unsuitable for non-experts such as training instructors.

Towards fully automated 3D city model generation

Three-dimensional city models are usually comprised of a description of the terrain, streets, buildings and vegetation in build-up areas. Building models are an important part thereof, even though it has to be noted that for many applications, additional information is necessary. For example, a faithful representation for virtual reality applications can only be obtained when the texture of the ground, roofs and façades is present and important details like trees, walkways and fences are present .

Interactive Reconfiguration of Urban Layouts

IEEE Computer Graphics and Applications, 2000

T he ability to create, extend, and change a model of a large-scale urban environment is useful for a variety of computer graphics applications. For example, it lets urban planning applications simulate changes to city layouts or newly proposed neighborhoods, create hypothetical views of an urban area after applying development and growth algorithms, and show architects the results of using common building blocks to design a new city layout. Emergency-response simulations can train personnel in current and speculative urban layouts, including planning evacuation routes for various catastrophes, and can suggest emergency deployments of communication networks, resources, and policing. Finally, reconnaissance applications can visualize and analyze existing cities for which only partial information is known. The structural characteristics of a historically significant region are important aspects of urban visualization. Capturing the layout of an urban space in images (for example, satellite and aerial photographs) loses the layout's structural information, which can then no longer be exploited. An urban layout consists of a complex collection of man-made structures arranged in roads, parcels, city blocks, and neighborhoods. Applications can treat the content as unstructured images and use current image-processing tools to change the images or generate similar imagery synthetically. However, this yields undesirable results, including deformations and structural discontinuities. Or, applications can assume the Graphics (Proc. Siggraph), vol. 26, no. 3, 2007. H. Zhou et al., "Terrain Synthesis from Digital Elevation Models,"

Towards a Computational Description of Urban Patterns

Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 239-248, 2008

"This study is concerned with the formulation of solutions for urban problems. It departs from Alexander’s pattern language theory and urban design guidelines, to create a system for generating specifications or the ingredients of a plan, given a scale, a site and a community. It takes into account strategies, regulations, guidelines, physical features of the site, and furthermore, the social, cultural and economic characteristics of the population. This system, sorted by a sequence of events, through stages, categories, methods and agents, describes taxonomic levels and their inner relations. Such an ontology provides a pattern encoding structure towards a computational model within the capabilities provided by the spatial data modeling of GIS (GIS-O). The urban formulation model is conceived to increase qualitative inputs, reducing ambiguities, through a flexible while automate process applied to urban planning. Cite: Montenegro, N.; Duarte, J. P. (2008). Towards a Computational Description of Urban Patterns: an urban formulation ontology. In M. Muylle, & E. De Vos (Ed.), Proceedings of the 26th Conference on Education in Computer Aided Architectural Design in Europe - eCAADe 2008, (pp. 239-248). Antwerpen, Belgium. "