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Understanding Urban Environments Through Urban Legibility

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Title: Understanding Urban Environments Through Urban Legibility


1
Understanding Urban EnvironmentsThrough Urban
Legibility
  • Remco Chang

UNC Charlotte
2
Outline
  • Hierarchical Simplification of City Models to
    Maintain Urban Legibility SIGGRAPH Sketch 06
  • Discussion and Future Work
  • Computer Graphics
  • Architecture Book Chapter UCGIS 06
  • Visualizing Urban Forms

3
Research DirectionKnowledge Visualization
Minimize Resources, Maximize Information
  • Rendering Effective Route Maps Improving
    Usability Through Generalization Agrawala and
    Stolte 2001

4
Knowledge Visualization
?
City of Xinxiang, China 30k buildings 280k
polygons
5
Urban Legibility
  • Kevin Lynch in The Image of the City (1960, MIT
    Press)
  • categorized Urban Legibility into
  • Paths highways, railroads, canals
  • Edges shorelines, boundaries
  • Districts industrial, residential
  • Nodes Time Square in NYC
  • Landmarks Empire State building
  • ...the ease with which a citys parts may be
    recognized and can be organized into a coherent
    pattern.

6
Using Urban Legibility in Computer
Science
  • Dalton 2002 history of the use of Urban
    Legibility in computer science
  • Empirical justification of Urban Legibility
  • Paths, Edges, and Districts are very important to
    human navigation (Darken and Sibert 1996,
    Magliano, Cohen et al. 1995)
  • Landmarks do not always improve navigation
    (Tlauka and Wilson 1994 Magliano, Cohen et al.
    1995 Steck and Mallot 2000)
  • Using Urban Legibility in Graphics and
    Visualization
  • Ingram and Benford navigating abstract data
    spaces

7
Why Urban Legibility?
Visually different, but quantitatively similar
8
Our Goal
  • Create simplified urban models that retain the
    image of the city from any view angles and
    distances.

Demo!
Original Model
45 polygons
18 polygons
9
Related Works in
Urban Flythrough
  • Visibility and Occlusion
  • Wonka et al. 2000 and Schaufler et al. 2000
  • Imposters
  • Marciel and Shirley 1995, Sillion et al.
    1997, and Shalabi 1998
  • Procedurally Generated Buildings
  • Wonka et al. 2003 Mueller et al. 2006
  • Popping
  • Microsoft Live 2006 Google Earth 2005

10
Algorithms to Preserve Legibility
  • Identify and preserve Paths and Edges
  • Create logical Districts and Nodes
  • Simplify model while preserving Paths, Edges,
    Districts, and Nodes
  • Hierarchically apply appropriate amount of
    texture
  • Highlight Landmarks and choose models to render

11
Identifying and Preserving Paths
and Edges
12
Identifying and Preserving Paths
and Edges (1)
bc
de
def
abc
  • Single-Link Clustering
  • Iteratively groups the closest clusters
    together based on Euclidean distance
  • produces a binary tree (dendrogram)
  • Penalizes large clusters to create a more
    balanced tree

bcdef
abcdef
13
Identifying and Preserving Paths
and Edges (2)
14
Creating logical
Districts and Nodes
15
Creating logical
Districts and Nodes (1)
16
Creating logical
Districts and Nodes (2)
  • Merge two clusters by combining footprints
  • (c) The resulting Merged Hull
  • (d) The Introduced Error, or Negative Space

17
Simplification while preserving Paths,
Edges, Nodes, and Districts
18
Simplification while preserving Paths,
Edges, Nodes, and Districts (1)
6000 edges
1000 edges
Demo!
19
Simplification while preserving Paths,
Edges, Nodes, and Districts (2)
  • After the polylines have been simplified
  • Create Cluster Meshes
  • The height of the Cluster Mesh is the median
    height of all buildings in the cluster

20
Hierarchical Textures
21
Hierarchical Textures (1)
  • Each Cluster Mesh contains 6 textures
  • 1 Side Texture
  • 1 top-down view of the roof texture
  • 4 roof textures from 4 angles
    (south, west,
    east, north)

Side texture
22
Hierarchical Textures (2)
  • Clusters are divided into bins based on their
    visual importance
  • Each bin contains a texture atlas
  • Texture atlases from all bins have the same
    dimension

n/2
n/4
n/8

.
23
Runtime Levels of Detail
24
Runtime Levels of Detail
  • Starting with the root node of the dendrogram
  • Approximate the Negative Space as a 3D box
    shown as the red box
  • Project the visible sides of the box onto screen
    space
  • Reject if the number of pixel is above a
    user-defined tolerance

25
Landmark and Skyline Preservation (1)
Original Skyline
26
Landmark and Skyline Preservation (2)
  • Project a user-defined pixel tolerance (a) onto
    the top of each cluster
  • If any building within that cluster is taller
    than the projected tolerance (shown in green), it
    is drawn separately from the cluster mesh.

27
Results
28
Conclusion
  • Per-pixel error is not indicative of the visual
    quality of simplified urban models
  • Higher-level knowledge from city planning helps
    extract visually salient features
  • Urban Legibility allows efficient and intuitive
    simplification of urban models

29
Limitations
  • The rendering engine
  • Currently not using display lists, vertex arrays,
    frustum culling etc.
  • The pre-processing steps
  • Clustering, merging, and simplification are all
    O(n3) processes
  • Deep hierarchy tree
  • Binary trees are deeper than quad trees
  • Allow user interactions
  • Let experts manually select Districts

30
Special Thanks
  • Co-authors Tom Butkiewicz, Caroline Ziemkiewicz,
    Zachary Wartell, Bill Ribarsky (UNC Charlotte),
    and Nancy Pollard (Carnegie Mellon University)
  • This work is supported by the Department of
    Defense's MURI program, administered by the Army
    Research Office
  • Eric Sauda and Jose Gamez from the Architecture
    Department for lessons on Urban Legibility
  • Sonia Leach for inspiration on the clustering
    algorithm
  • Evan Suma for making this software run in stereo
  • Danny Fregosi and Hunter Hale for data preparation

31
Part 1 Questions and Comments?
  • Full paper can be found at
  • http//www.viscenter.uncc.edu

32
Discussion and Future Work
33
Architecture (Urban Morphology)
  • Feature Extraction of Urban Legibility Elements
  • Hierarchy of urban legibility elements
  • Quantify and identify an urban model
  • Semantic understanding of an urban model

34
Discussion and Future Work
35
Comparing Cities
  • Comparison between Different Cities
  • How are New York, Washington DC, and Charlotte
    different?
  • How a City Changes Over Time
  • A fundamental challenge in GIS

New York
Washington DC
Charlotte
36
Discussion and Future Work
37
Labeling
  • Position-based Intelligent Labeling
  • Generating Mental Maps

38
Discussion and Future Work
39
Visualizing Urban Form
  • Study of Urban Form
  • Hasnt changed since 19th Century
  • People perceive urban form as 2D or 3D maps
  • Maps do not actively help the viewer understand
    the changes or trends occurring in the city

Image of ArcGIS (courtesy of ESRI)
Image of ArcGIS (courtesy of ESRI)
40
Visualizing Urban Form
  • Applying Visual Analytics to Urban Form

System does not contain actual urban data
41
Discussion and Future Work
42
Discussion and Future Work
  • Computer Graphics
  • Urban Model Compression
  • Progressive Streaming Meshes
  • Extending to 3D Models
  • 3D Model of Buildings
  • Trees and Forests
  • Share similarities with urban models in that
    viewing large quantities is difficult

43
Questions and Comments?
  • http//www.viscenter.uncc.edu
  • Remco Chang
  • rchang_at_uncc.edu
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