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transportation:roads [2026/04/18 23:59] timbtransportation:roads [2026/04/19 00:00] (current) – [Science] timb
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 [[https://www.theguardian.com/science/2025/feb/03/farewell-potholes-uk-team-invents-self-healing-road-surface|https://www.theguardian.com/science/2025/feb/03/farewell-potholes-uk-team-invents-self-healing-road-surface]] [[https://www.theguardian.com/science/2025/feb/03/farewell-potholes-uk-team-invents-self-healing-road-surface|https://www.theguardian.com/science/2025/feb/03/farewell-potholes-uk-team-invents-self-healing-road-surface]]
 +
 +===== Science =====
 +
 +== The Simple Geometry Behind Any Road ==
 +
 +April 13, 2026 - "SANDBOX SPIRIT"
 +
 +In the last blog post, I explained what sits at the backbone of procedurally generated roads: the data structure, aka the minimum information you need to describe any piece of road infrastructure. The answer to that fundamental question was a set of abstract cross-sections of the road, each storing a snapshot of how the road looks at that specific point (or, should I say, line). I called them simply: profiles.
 +
 +A good analogy I didn’t have the inspiration to make at the moment was to compare them with Bezier splines. To store a Bezier spline, you don’t need to save the entire curve explicitly, but just anchor points and handle positions. With a bit of math and a few formulas, you can reconstruct the actual path at any time by interpolating between the control points.
 +
 +The profile-based representation works the same in my system. The profiles are the control information, and the actual geometry defining the road path is the interpolated result of those profiles.
 +
 +In this blog post, I’ll go over how I am computing the purple part. How to interpolate between these green profiles to generate beautifully smooth, parallel paths?
 +
 +https://sandboxspirit.com/blog/simple-geometry-of-roads/
 +
 +
  
  
transportation/roads.1776556752.txt.gz · Last modified: by timb