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    <title>Roads on Adrien Peytavie</title>
    <link>https://perso.liris.cnrs.fr/apeytavi/website/categories/roads/</link>
    <description>Recent content in Roads on Adrien Peytavie</description>
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      <title>Settlements &amp; Infrastructure</title>
      <link>https://perso.liris.cnrs.fr/apeytavi/website/research/settlements/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
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      <description>Road networks, villages and buildings that sit consistently on a terrain, generated at the scale of a territory rather than a single plot. The same representations serve communities that rarely meet: archaeologists reconstructing pre-classical dwellings from partial excavation data, thermal and urban modellers who need building geometry as input to physical simulation, and hazard specialists coupling the built environment with rockfalls and floods.</description>
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      <title>Procedural Generation of Villages on Arbitrary Terrains</title>
      <link>https://perso.liris.cnrs.fr/apeytavi/website/publication/hal-00694525/</link>
      <pubDate>Sun, 01 Jan 2012 00:00:00 +0000</pubDate>
      
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      <description>Although procedural modeling of cities has attracted a lot of attention for the past decade, populating arbitrary landscapes with non-urban settlements remains an open problem. In this work, we focus on the modeling of small, European villages that took benefit of terrain features to settle in safe, sunny or simply convenient places.</description>
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      <title>Authoring Hierarchical Road Networks</title>
      <link>https://perso.liris.cnrs.fr/apeytavi/website/publication/hal-01354487/</link>
      <pubDate>Sat, 01 Jan 2011 00:00:00 +0000</pubDate>
      
      <guid>https://perso.liris.cnrs.fr/apeytavi/website/publication/hal-01354487/</guid>
      <description>We present a procedural method for generating hierarchical road networks connecting cities, towns and villages over large terrains. Our approach relies on an original geometric graph generation algorithm based on a non-Euclidean metric combined with a path merging algorithm that creates junctions between the different types of roads.</description>
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    <item>
      <title>Génération procédurale de monde</title>
      <link>https://perso.liris.cnrs.fr/apeytavi/website/publication/tel-00841373/</link>
      <pubDate>Fri, 01 Jan 2010 00:00:00 +0000</pubDate>
      
      <guid>https://perso.liris.cnrs.fr/apeytavi/website/publication/tel-00841373/</guid>
      <description>In this thesis, we address the problem of automatic generation of graphical content with a high level of detail for the generation of worlds. In this quest for realism, the major scientific and technical challenges include: managing the mass of geometric data needed to create varieties of natural objects, taking into account interactions with the various objects and user control.</description>
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      <title>Procedural Generation of Roads</title>
      <link>https://perso.liris.cnrs.fr/apeytavi/website/publication/hal-01381447/</link>
      <pubDate>Fri, 01 Jan 2010 00:00:00 +0000</pubDate>
      
      <guid>https://perso.liris.cnrs.fr/apeytavi/website/publication/hal-01381447/</guid>
      <description>In this paper, we propose an automatic method for generating roads based on a weighted anisotropic shortest path algorithm. Given an input scene, we automatically create a path connecting an initial and a final point. The trajectory of the road minimizes a cost function that takes into account the different parameters of the scene including the slope of the terrain, natural obstacles such as rivers, lakes, mountains and forests.</description>
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      <title>Génération procédurale de routes</title>
      <link>https://perso.liris.cnrs.fr/apeytavi/website/publication/hal-01437829/</link>
      <pubDate>Thu, 01 Jan 2009 00:00:00 +0000</pubDate>
      
      <guid>https://perso.liris.cnrs.fr/apeytavi/website/publication/hal-01437829/</guid>
      <description>Dans cet article, nous proposons une méthode de génération procédurale de routes à l’aide d’un algorithme de plus court chemin anisotrope. La trajectoire de la route minimise une fonction de coût prenant en compte les différents paramètres géométriques de la scène comme la pente du terrain et les obstacles naturels comme les rivières, les lacs, les montagnes et les forêts.</description>
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      <title>Genac II</title>
      <link>https://perso.liris.cnrs.fr/apeytavi/website/project/genacii/</link>
      <pubDate>Sat, 01 Sep 2007 00:00:00 +0000</pubDate>
      
      <guid>https://perso.liris.cnrs.fr/apeytavi/website/project/genacii/</guid>
      <description>Genac II ran inside the Imaginove competitiveness cluster and brought the team together with two Lyon video game studios, WideScreen Games and Eden Games, around the automatic generation of graphical content.
The problem the studios brought was one of production volume. A game world has to be large and varied, and building it by hand does not scale with the size players expect.</description>
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