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Dive into the research topics where Carlos A. Vanegas is active.

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Featured researches published by Carlos A. Vanegas.


computer vision and pattern recognition | 2010

Building reconstruction using manhattan-world grammars

Carlos A. Vanegas; Daniel G. Aliaga; Bedřich Beneš

We present a passive computer vision method that exploits existing mapping and navigation databases in order to automatically create 3D building models. Our method defines a grammar for representing changes in building geometry that approximately follow the Manhattan-world assumption which states there is a predominance of three mutually orthogonal directions in the scene. By using multiple calibrated aerial images, we extend previous Manhattan-world methods to robustly produce a single, coherent, complete geometric model of a building with partial textures. Our method uses an optimization to discover a 3D building geometry that produces the same set of façade orientation changes observed in the captured images. We have applied our method to several real-world buildings and have analyzed our approach using synthetic buildings.


international conference on computer graphics and interactive techniques | 2008

Interactive example-based urban layout synthesis

Daniel G. Aliaga; Carlos A. Vanegas; Bedrich Benes

We present an interactive system for synthesizing urban layouts by example. Our method simultaneously performs both a structure-based synthesis and an image-based synthesis to generate a complete urban layout with a plausible street network and with aerial-view imagery. Our approach uses the structure and image data of real-world urban areas and a synthesis algorithm to provide several high-level operations to easily and interactively generate complex layouts by example. The user can create new urban layouts by a sequence of operations such as join, expand, and blend without being concerned about low-level structural details. Further, the ability to blend example urban layout fragments provides a powerful way to generate new synthetic content. We demonstrate our system by creating urban layouts using example fragments from several real-world cities, each ranging from hundreds to thousands of city blocks and parcels.


Computer Graphics Forum | 2010

Modelling the Appearance and Behaviour of Urban Spaces

Carlos A. Vanegas; Daniel G. Aliaga; Peter Wonka; Pascal Müller; Paul Waddell; Benjamin Watson

Urban spaces consist of a complex collection of buildings, parcels, blocks and neighbourhoods interconnected by streets. Accurately modelling both the appearance and the behaviour of dense urban spaces is a significant challenge. The recent surge in urban data and its availability via the Internet has fomented a significant amount of research in computer graphics and in a number of applications in urban planning, emergency management and visualization. In this paper, we seek to provide an overview of methods spanning computer graphics and related fields involved in this goal. Our paper reports the most prominent methods in urban modelling and rendering, urban visualization and urban simulation models. A reader will be well versed in the key problems and current solution methods.


international conference on computer graphics and interactive techniques | 2009

Interactive design of urban spaces using geometrical and behavioral modeling

Carlos A. Vanegas; Daniel G. Aliaga; Bedrich Benes; Paul Waddell

The main contribution of our work is in closing the loop between behavioral and geometrical modeling of cities. Editing of urban design variables is performed intuitively and visually using a graphical user interface. Any design variable can be constrained or changed. The design process uses an iterative dynamical system for reaching equilibrium: a state where the demands of behavioral modeling match those of geometrical modeling. 3D models are generated in a few seconds and conform to plausible urban behavior and urban geometry. Our framework includes an interactive agent-based behavioral modeling system as well as adaptive geometry generation algorithms. We demonstrate interactive and incremental design and editing for synthetic urban spaces spanning over 200 square kilometers.


international conference on computer graphics and interactive techniques | 2012

Inverse design of urban procedural models

Carlos A. Vanegas; Ignacio Garcia-Dorado; Daniel G. Aliaga; Bedrich Benes; Paul Waddell

We propose a framework that enables adding intuitive high level control to an existing urban procedural model. In particular, we provide a mechanism to interactively edit urban models, a task which is important to stakeholders in gaming, urban planning, mapping, and navigation services. Procedural modeling allows a quick creation of large complex 3D models, but controlling the output is a well-known open problem. Thus, while forward procedural modeling has thrived, in this paper we add to the arsenal an inverse modeling tool. Users, unaware of the rules of the underlying urban procedural model, can alternatively specify arbitrary target indicators to control the modeling process. The system itself will discover how to alter the parameters of the urban procedural model so as to produce the desired 3D output. We label this process inverse design.


IEEE Transactions on Visualization and Computer Graphics | 2012

Automatic Extraction of Manhattan-World Building Masses from 3D Laser Range Scans

Carlos A. Vanegas; Daniel G. Aliaga; Bedrich Benes

We propose a novel approach for the reconstruction of urban structures from 3D point clouds with an assumption of Manhattan World (MW) building geometry; i.e., the predominance of three mutually orthogonal directions in the scene. Our approach works in two steps. First, the input points are classified according to the MW assumption into four local shape types: walls, edges, corners, and edge corners. The classified points are organized into a connected set of clusters from which a volume description is extracted. The MW assumption allows us to robustly identify the fundamental shape types, describe the volumes within the bounding box, and reconstruct visible and occluded parts of the sampled structure. We show results of our reconstruction that has been applied to several synthetic and real-world 3D point data sets of various densities and from multiple viewpoints. Our method automatically reconstructs 3D building models from up to 10 million points in 10 to 60 seconds.


IEEE Transactions on Visualization and Computer Graphics | 2009

Visualization of Simulated Urban Spaces: Inferring Parameterized Generation of Streets, Parcels, and Aerial Imagery

Carlos A. Vanegas; Daniel G. Aliaga; Bedřich Beneš; Paul Waddell

Urban simulation models and their visualization are used to help regional planning agencies evaluate alternative transportation investments, land use regulations, and environmental protection policies. Typical urban simulations provide spatially distributed data about number of inhabitants, land prices, traffic, and other variables. In this article, we build on a synergy of urban simulation, urban visualization, and computer graphics to automatically infer an urban layout for any time step of the simulation sequence. In addition to standard visualization tools, our method gathers data of the original street network, parcels, and aerial imagery and uses the available simulation results to infer changes to the original urban layout and produce a new and plausible layout for the simulation results. In contrast with previous work, our approach automatically updates the layout based on changes in the simulation data and thus can scale to a large simulation over many years. The method in this article offers a substantial step forward in building integrated visualization and behavioral simulation systems for use in community visioning, planning, and policy analysis. We demonstrate our method on several real cases using a 200-Gbyte database for a 16,300 km2 area surrounding Seattle.


eurographics | 2012

Modeling the appearance and behavior of urban spaces

Daniel G. Aliaga; Carlos A. Vanegas

The complexity of urban spaces and of the phenomena that take place in them calls for the use of customized computational tools within the city planning and design workflow. We develop a framework that benefits different parts of this workflow, including the design of 3D representations of planned developments, the estimated prediction of the effects of these developments on city behavior, and the visualization of these effects for further analysis. Our approach infers values of urban model variables from user-specified geometric and behavioral constraints and high-level design goals, enforces the procedural generation process to produce geometric assets that behaviorally and geometrically resemble plausible real-world cities, and automatically creates 3D urban models for visualizing behavioral phenomena occurring in urban spaces. Our framework allows users to experiment with alternative spatial and functional configurations of a city, while interactively receiving visual and quantitative feedback that facilitates assessing and understanding the effects of their choices.


Computer Graphics Forum | 2012

Procedural Generation of Parcels in Urban Modeling

Carlos A. Vanegas; Tom Kelly; Basil Weber; Jan Halatsch; Daniel G. Aliaga; Pascal Müller

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‐specified 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, customizations 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 configurations 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.


IEEE Computer Graphics and Applications | 2008

Interactive Reconfiguration of Urban Layouts

Daniel G. Aliaga; Bedřich Beneš; Carlos A. Vanegas; Nathan Andrysco

The layout of an urban space is a complex collection of man-made structures arranged in parcels, city blocks, and neighborhoods. An editor for interactively reconfiguring city layouts exploits geographical information system (GIS) data and provides tools to expand, scale, replace, and move parcels and blocks while efficiently exploiting their connectivity and zoning. The 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.

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Paul Waddell

University of Washington

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Peter Wonka

Arizona State University

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Benjamin Watson

North Carolina State University

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