Procedural Generation of Parcels in Urban Modeling
Procedural Generation of Parcels in Urban Modeling
Procedural Generation of Parcels in Urban Modeling
Ertl
(Guest Editors)
Volume 31 (2012), Number 2
Procedural Generation of Parcels in Urban Modeling
Carlos A. Vanegas
2,1
, Tom Kelly
3,1
, Basil Weber
1
, Jan Halatsch
4
, Daniel G. Aliaga
2,4
, and Pascal Mller
1
1
Esri R&D Center Zurich, Switzerland
2
Department of Computer Science, Purdue University, USA
3
University of Glasgow, UK
4
ETH Zurich, Switzerland
a
b
c
d
I
g
area
area dev
min width
min width dev
Observed Parcels Procedural Parcels
Area
Statistical Comparison
Visualization oI procedural
parcel aspect ratios
3D models on
procedural parcels
e
Aspect Ratio
procedural
observed
1:1
10:1
20:1
30:1
h
i
Aerial Image
Skeleton detail OBB detail
Figure 1: Procedural Parcel Generation. Our method creates parcels inside city blocks (f,i) using two dierent subdivision
techniques skeleton (g, shaded part of f) or OBB (h, unshaded part of f). The subdivision attributes are automatically
extracted from observed real-world cities (a,b,c) or determined by the user. The resulting parcel congurations closely resemble
real-world subdivisions, as shown by our statistical and visual comparison of procedural and observed parcel datasets (d,e).
Abstract
We present a method for interactive procedural generation of parcels within the urban modeling pipeline. Our
approach performs a partitioning of the interior of city blocks using user-specied subdivision attributes and
style parameters. Moreover, our method is both robust and persistent in the sense of being able to map individual
parcels from before an edit operation to after an edit operation - this enables transferring most, if not all, cus-
tomizations despite small to large-scale interactive editing operations. The guidelines guarantee that the resulting
subdivisions are functionally and geometrically plausible for subsequent building modeling and construction. Our
results include visual and statistical comparisons that demonstrate how the parcel congurations created by our
method can closely resemble those found in real-world cities of a large variety of styles. By directly addressing the
block subdivision problem, we intend to increase the editability and realism of the urban modeling pipeline and to
become a standard in parcel generation for future urban modeling methods.
Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry
and Object ModelingI.3.6 [Computer Graphics]: Methodology and Techniques
1. Introduction
Interactive large-scale urban modeling is becoming increas-
ingly popular in computer graphics research and in applica-
10] pro-
vides a recent state-of-the-art report of related urban mod-
eling methods. While previous automatic block subdivision
methods take into account providing egress (i.e., ensuring
a parcel has street access), the methods do not always pro-
duce plausible parcel shapes, sometimes only support sim-
ple block shapes, and can yield areas within a block that are
not assigned to any parcel. Within urban design and plan-
ning research, the focus of parcel generation methods has
been on satisfying the major interests of real-estate investors
and complying with zoning and building law regulations
[PCDS04]. While automatic subdivision is well exploited in
computer graphics, in urban design blocks are partitioned
according to desired patterns (e.g., [TKD10, PPC08]) but the
labor is often performed manually, a task which does not
scale well to large urban modeling applications. Moreover,
in either graphics or urban design, altering an existing citys
geometry can cause unexpected changes in a blocks subdi-
vision, leading to dicult shape control and editing. Further,
this challenge is only exacerbated during interactive editing.
For example, a small change to road geometry can cause the
subdivision for an entire neighborhood of parcels to be un-
willingly altered both in number and in shape this lack of
parcel persistence can cause the loss of prior customizations.
The key motivation behind our work is to develop a gen-
eralized block subdivision method inspired by urban design
guidelines, suitable for intuitive large-scale interactive edit-
ing, and able to reproduce the parcel shapes and congura-
tions observed in many cities. In urban design, a block usu-
ally consists of one of two parcel varieties [Car03]:
The rst variety has parcels whose front-side is along a
street and rear-side is adjacent to another instance of the
same parcel variety.
The second variety includes parcels that may also be ad-
jacent to streets but can include a string of interior parcels
separated by small pathways or alleys, instead of formal
streets.
Moreover, parcels usually have a rather regular or uniform
structure that is typically a deep rectangle, wide rectangle,
approximate square, quadrilateral, or sometimes polygonal
[Cur97]. We seek to automate the subdivision of arbitrary
block shapes, ensure the aforementioned set of urban charac-
teristics are met, and provide user-controlled realistic parcels
that approximate the forms used in practice. This level of
automation gives more time to designers to concentrate on
high-level design decisions, including during virtual world
content creation.
Our approach for parcel generation uses a combination of
two subdivision methods to reproduce the aforementioned
two parcel varieties, including mixed-types, and to ensure a
set of subdivision attributes are satised. The input to our
method is a set of interconnected roads where an ordered se-
quence (loop) of road segments denes a block to be sub-
divided into parcels (Section 3). Any block can have po-
tentially one or both prototypical parcel varieties. The over-
all regularity and shape of all parcels is controlled by user-
specied subdivision attributes that ensure: (i) the parcels
collectively partition the block (i.e., there should be no un-
used/unassigned space), (ii) all parcels have the option of
street access (i.e., egress), (iii) parcels have a simple exterior
boundary, often nearly rectangular, and the parcels size and
aspect ratio is controllable, and (iv) parcels are aligned as
best as possible with the adjacent street segment, if any (Sec-
tion 4). Further, our solution includes a robust mechanism to
map individual parcels from before an interactive edit oper-
ation to after the edit operation this enables transferring
most, if not all, customizations, despite there being signi-
cant changes to the underlying road network and block ge-
ometry (Section 5). Our framework also supports the gener-
ation of urban models of up to half a million parcels of arbi-
trary shapes. As shown in our results (Section 6), the styles
aorded by our method combined with our expressive set of
attributes allow for a large variety in the subdivision results
and support the generation of many subdivision styles found
in real world urban layouts.
Succinctly, our solution improves the urban modeling
pipeline for all future methods by achieving:
realism we focus on providing an automatic subdivision
algorithm that is able to produce the patterns used by ur-
ban designers in real-world cities;
persistence we address the challenge of consistently la-
beling blocks and parcels so as to enable a best mapping
of parcels from before an edit operation to after an edit
operation, thereby enabling persistence of a priori cus-
tomizations; and
interactivity we support fully interactive editing (i.e.,
move, copy, transform) of intersection points, road geom-
etry, and parcel attributes at local and citywide scales.
2. Previous Work
We provide a brief review of previous and related work for
generating the 2D and 3D geometry of urban spaces. Parish
and Mller [PM01] introduced an initial approach in which
L-systems were adapted to resemble the growth of streets.
Subsequent block subdivision was implemented as an algo-
rithm that recursively divides the longest pair of approxi-
c 2011 The Author(s)
c 2011 The Eurographics Association and Blackwell Publishing Ltd.
C. Vanegas, T. Kelly, B. Weber, J. Halatsch, D. Aliaga and P. Mller / Procedural Generation of Parcels in Urban Modeling
mately parallel edges until parcel sizes are under a user-
specied threshold area. Parcels with no street access are dis-
carded. This simple algorithm does not necessarily produce
realistically shaped parcels and leaves odd-shaped empty ar-
eas inside city blocks that do not belong to any parcel.
Later work has built upon Parish and Mllers paper
and further developed dierent components. Several papers
have focused on providing realistic building content (e.g.,
[WWSR03,MWH
08]
use hyper-streamlines and tensor elds to generate a road
network but do not provide a novel automatic block subdi-
vision algorithm. Galin et al. [GPMG10] provide a method-
ology to generate realistic roads between a source and des-
tination but do not address parcel generation. Vanegas et al.
[VABW09a] describe a block subdivision algorithm which
assumes parcels are mostly rectangular. Their method com-
putes the oriented bounding box of the parcel and uses the
middle (long) axis to optionally divide the block into two
areas, which are then partitioned into the same number of
parcels. While all parcels will have egress, other subdivision
styles are not supported, nor is parcel persistence addressed.
More recently, Lipp et al. [LSWW11] proposed a method
that enables editing an urban layout. While their approach is
interactive and does support a type of editing persistence, it
does not focus on block subdivision. They assume the sub-
division is present in the initial layout and use very simple
heuristics to subdivide small blocks that may appear dur-
ing an editing process (e.g., around the fringes of a street
or neighborhood that is moved or transformed interactively).
Several works have integrated urban simulation engines into
the urban modeling pipeline. For example, Weber et al.
[WMWG09] describe a geometrical simulation of a growth
of a city of overtime. Vanegas et al. [VABW09b] integrate
an urban behavioral simulator with procedural modeling.
Neither paper innovates block subdivision rather they re-
implement the methods in [PM01, AVB08] or [VABW09a].
In urban design and planning, automatic methods are
rarely used. The few available solutions (e.g., [WD11,
HKS08, Mar09, WCP
(B) (dashed
lines). Note that the contour may split the innermost, or pa-
tio, region into several portions (a,b). The individual faces
of the straight skeleton conform to our denition of a strip,
and we may take the supporting edges to be portions of the
boundary of input polygon. We take these faces to be the ini-
tial set of -strips.
To dene the initial split contour, the user denes a perpen-
dicular distance d
o f f set
from the block contour C(B) to an
inwards oset contour C
(B) is calculated
(via the CGAL library [cga]) by a partial application of the
straight skeleton to C(B) (Figure 3), i.e., by computing the
intersection of the roof model of [AAAG95] with a horizon-
tal plane at a specic height.
The arcs of the skeleton application specify the division of
the region between C(B) and C
l
t
h
L
t
_
d
_
l
t+1
i
, l
t
j
_
d
_
l
t+1
i
, l
t
h
__
where d : L
t
L
t+1
R is some distance function.
We need to nd an adequate distance function d robust
to rigid and non-rigid transformations applied to all or some
of the vertices C(B) =
_
b
1
, b
2
, . . . , b
|C(B)|
_
of the block. For
instance, translations, rotations and scaling of C(B), regard-
less of their magnitude, should not alter the matched pairs
__
l
t+1
i
, l
t
j
__
. Relatively small translations, rotations and scal-
ing of a subset of C(B) should also not alter the pairs.
Our solution denes a distance function inspired on a gen-
eralization of barycentric coordinates for irregular, n-sided
polygons, and is loosely based on [MLBD02]. This gener-
alization exploits that the barycentric coordinates of a point
on a triangle are invariable to rigid transformations, and that
they exhibit a relatively small change when the positions of
the triangle vertices are moved a small distance. The distance
function is given by
d(l
t+1
i
, l
t
j
) =
|C(B)|
k=1
_
l
t+1
i,k
l
t
j,k
_
where l
t+1
i,k
is the Euclidean distance from the center of l
t+1
i
to b
k
, divided by the sum of the Euclidean distances from
the center of l
t+1
i
to all b B. It follows from this denition
that
_
|C(B)|
k=1
_
l
t+1
i,k
_
= 1. Our distance function allows uniquely
identifying the position of a point relative to the positions of
the vertices of a convex or non-convex polygon.
An assumption made by our consistency mapping solu-
tion is that both the order and the number of the vertices of
B remain unchanged. One of the most common editing cases
is adding a new road segment with one endpoint splitting one
of the road segments enclosing B, forming a T-shaped junc-
tion and increasing the number of vertices in C(B) by one.
However, in our solution the new vertex is explicitly ignored
b
0
b
4
b
3
b
2
b
1
b
0
b
1
B
t
b
2
b
4
b
3
B
t+1
l
j
t
l
h
t
f
l
i
t+1
Figure 8: Relative Parcel Position Consistency. Live urban
layout editing requires computing a correspondence relation
between the parcels in a block before and after an editing op-
eration. Our approach uses a generalization of barycentric
coordinates and a distance function to estimate the relative
location of a parcel inside a block and a matching parcel.
during consistency computation while it remains collinear
to its adjacent vertices along the contour of B. While many
other edits are possible (e.g., a non-collinear vertex is added
or removed), it is often unclear, even to a human, how con-
sistency is dened and established between a block before
and after an editing operation. Thus, although arbitrary edits
can be performed with our GUI, we have not explicitly ad-
dressed all cases. Similarly, certain sequences of geometric
changes (e.g., scaling a block down and then back up) re-
sult in some parcels being removed and then added again. In
order to support subdivision consistency throughout the en-
tire editing sequence, comparison with several previous sub-
division states would be required. Our user experience and
system design decision is to support consistency only with
respect to the previous state.
6. Results
Our approach has been used to generate parcels with dier-
ent subdivision styles and attributes inside blocks of vary-
ing areas, aspect ratios and irregularity (Figure 9). Our al-
gorithms have been implemented within CityEngine, a large
software application for 3D city modeling [Cit]. All of the
parcels in our results can be generated from scratch in un-
der 3 seconds, and the subdivision of one block after local
editing can be done at interactive rates of between 1 and 10
milliseconds per block.
In order to evaluate how well our method reproduces par-
cel congurations of real-world urban spaces, we present for
each result a visual and statistical comparison to subdivi-
sions in areas of selected cities. The evaluation process con-
sists of (i) choosing a set of blocks from an existing city
for which GIS parcel data is available, (ii) automatically ex-
tracting per-block descriptive statistics of the subdivision at-
tributes of the observed parcels in each block, including the
mean and standard deviation of the parcel area (
A, s
A
) and
minimum width (
W, s
W
), (iii) loading the blocks into our
application and assigning the extracted set of per-block par-
cel attributes (Section 4.1) and a subdivision style to each
block, (iv) subdividing the blocks into parcels using the im-
plementation of our method, and (v) automatically extract-
c 2011 The Author(s)
c 2011 The Eurographics Association and Blackwell Publishing Ltd.
C. Vanegas, T. Kelly, B. Weber, J. Halatsch, D. Aliaga and P. Mller / Procedural Generation of Parcels in Urban Modeling
Figure 9: Examples of varying dierent attributes of OBB
(a,b) and skeleton, subdivision (c-g); a large and small dif-
ference between A
min
and A
max
(a); the eect of enforc-
ing street access (b); low or high lot-width (c); editing the
street widths, to change T(v
i
) (d); editing the criteria for
minimum-area lot removal (e); low or high value of d
o f f set
(f); a higher value of , and a variety of subdivision styles
in the patio region (g).
ing descriptive statistics of the attributes of the procedural
parcels in each block, including the area, minimum width,
aspect ratio and number of neighbors. The subdivision at-
tributes used in (iii) are assigned automatically to each block
and computed from the descriptive statistics extracted in (ii)
as follows: A
min
=
Aks
A
, A
max
=
A+ks
A
, W
min
=
Wks
W
,
W
max
=
W + ks
W
, where k is a positive constant that in
our examples was set to 2. The subdivision style for each
block or selected region of a city is determined by the user.
The comparison between the procedural parcels and the ob-
served parcels is made by visualizing the parcel congura-
tions and the aforementioned statistics, either in color-coded
maps of the parcels, or in superposed, non-normalized fre-
quency histograms. We also compare our results to those
obtained by [WMWG09] for the same set of input blocks
(Figure 12 in Appendix C).
We have applied our subdivision method to historic cities
with chaotic street and subdivision patterns (Figure 13 in
Appendix D), and have achieved high visual similarity be-
tween real and procedural parcel congurations by manually
adjusting attributes such as the split irregularity (). How-
ever, because of the stochastic component in the layouts of
these cities, we limit our automatic evaluation to planned
cities with street patterns of dierent geometric complexity.
Figure 1 shows the results of subdividing a set of blocks
with OBB and skeleton styles. The observed blocks are lo-
cated in a mixed use suburban area and are mostly rectan-
gular with both straight and warped edges as a result of the
geometry of the surrounding roads (Figure 1a,b). The set of
blocks exhibits signicant variability in both the area, the as-
pect ratio, and the minimum width of the parcels. This vari-
ability is visualized in the color-coded map (Figure 1b), and
in the black-and-white map (Figure 1c) showing on top of
each block four descriptive statistics of the observed parcels
in that block. In the color-coded maps, the parcels with as-
pect ratios close to one are shaded red, and the shading be-
comes closer to green as the aspect ratio increases. A simi-
lar distribution of colors in the observed and the procedural
parcels indicates high similarity. The parcels generated by
our method are shown in Figure 1f.
At a small scale, the similarity between the parcels gen-
erated by our method and the parcels observed in the real
world is evidenced by close visual inspection of the par-
cel conguration inside individual blocks, of either nearly-
rectangular or warped and irregular shapes. At a larger scale,
the similarity can be seen in the close resemblance between
the spatial distribution of colors in (Figure 1f), and in the
good match between the frequency histograms (Figure 1d,e)
of aspect ratio and area for the observed parcels (red) and
for the procedurally generated parcels (blue). All generated
parcels have dimensions and aspect ratios that are adequate
for containing buildings (Figure 1g). Following [MWH
06],
we used a shape grammar to create procedural trees and
buildings on the generated parcels (Figures 1i and 14 in Ap-
pendix E).
Figure 10 shows a set of blocks subdivided using skeleton
subdivision with oset. The observed blocks are located in
a low-density residential suburban area and have highly ir-
regular shapes as a result of the warped roads with frequent
loops and cul-de-sacs (Figure 10a,b). The large inner regions
in some blocks are covered by golf holes. The similarity be-
tween the observed subdivision and the procedural parcels
can be seen in the color-coded maps (Figure 10c,f) and in
the superposed histograms (Figure 10d,e). In this example,
the area under the blue (procedural) histograms is greater
than the area under the red (observed) histograms, which in-
dicates that the number of generated procedural parcels is
greater than the number of observed parcels. The reason for
this mismatch between parcel counts is that the number of
parcels is not directly specied by the user, but rather results
from the chosen values for the subdivision attributes (in this
case, parcel area and oset depth). Notice that one observed
parcel close the center of the map is a statistical outlier in
terms of area that is not captured by the extracted descrip-
tive statistics, and is thus not reproduced by our method.
Figure 11 in Appendix B shows the results of skeleton
subdivision applied to several blocks with nearly-rectangular
and irregular contours (Figure 11a,b). In this result, the col-
ors in the map indicate the parcel areas. In both the observed
and procedural parcel congurations the parcels in the mid-
dle blocks are generally larger than those in the side blocks.
7. Conclusion
We have presented an interactive method for procedural gen-
eration of parcels inside city blocks. Our approach generates
spatial congurations of parcels with high similarity to those
observed in real-world cities, and supports the consistent lo-
cation of parcels relative to their containing blocks under live
editing operations.
Our method can be extended in several ways. One of them
c 2011 The Author(s)
c 2011 The Eurographics Association and Blackwell Publishing Ltd.
C. Vanegas, T. Kelly, B. Weber, J. Halatsch, D. Aliaga and P. Mller / Procedural Generation of Parcels in Urban Modeling
Aspect Ratio
Area (m
2
)
observed
procedural
Parcels & road network
Procedural Parcels Statistical Comparison
Observed Parcels
Visualization oI procedural parcel neighbor number
P
Aerial Image
Observed parcel
neighbor number
0
3
6
9
12
Detail
a b c
d
e
I
Figure 10: Skeleton Subdivision with Osets. Residential
blocks are subdivided in oset style. The similarity between
the observed parcels (a,b,c) and the procedural parcels is
demonstrated in the color-coded maps showing the number
of neighbors of each parcel (f), and in the histograms of
other geometric attributes (d,e).
is to use machine learning techniques to automatically cap-
ture the subdivision style of a block. A second line of work is
to integrate our block subdivision algorithms with computer
vision methods that extract blocks and parcels from ortho-
graphic and oblique-angle aerial imagery. The computed in-
formation could guide the parcel extraction process towards
solutions that are statistically more likely to occur.
8. Acknowledgements
This research is partially supported by the European project
V-City (ICT-231199-V-CITY) and by NSF IIS 0964302. We
sincerely thank the reviewers for their insightful feedback.
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