the most common sources of road data are centerlines, which are described
by Vector data formats
network topology is generally stored by representing the intersections as
Nodes, which reference, or are referenced by, the road segments which connect
them
in some cases roads are also modelled as:
linearedges indicating the location of a curb or pavement
edge
a consortium and standard for very, very detailed road descriptions,
down to specific physical properties of the road surface, precise curvatures,
and exact profiles
this is a level of detail which is needed for some kinds of safety analysis,
but is overkill for general modelling and visualization needs
EDF
- Environment Description Framework
a transportation network representation developed by
Pete Willemsen of the University
of Utah
allows for very detailed modelling of intersections, while astutely
observing "Intersections are logically complicated,
messy, and notoriously difficult to model, both geometrically and
behaviorally."
GDF
"Geographic Data Files", a specification for encoding transportation
networks primarily with the purpose of trip planning, vehicle navigation
and map display
it is mentioned as being in use by "intelligent transportation system"
companies like TeleAtlas
and NavTech, and you can currently
buy some European road data in GDF format
amazingly wide scope - besides roadways, it supports encoding public
transit, waterways, road signs, and much more
it was apparently granted status as
standard ISO/TR 14825:1996 which corresponds to version 3.0 of the GDF,
reportedly attempts are underway to bring the ISO up to date with version
4.0, but i cannot find any online description of 4.0
has separate documents for Road, Railroad, Transit, Air, and Waterway
these 'standards' have had the input of U.S. federal agencies, ESRI,
and other commercial companies
it is hard to tell if these are guidelines or specifications, whether
they augment or conflict with other specs such as UNETRANS or GDF, and whether
and how people are expected to utilize them
rough, incomplete comparison table of several
road representations
however its road network format is totally undocumented (?)
there is one mention online says with 'the UTDF capability, the user
can also easily export the data to Passer II, CORSIM, Transyt-7F
or Highway Capacity Software.'
SimTraffic uses another proprietary format called '.s3d' to transfer
a scene description to its 3D Viewer. Back in 2003, the company wrote
"when version 6 was created, we developed this s3d format so others could
write software to view this. However, there really haven't been any viewers
that have been made available." [ref]
They then introduced their own viewer in their version 7. Perhaps
this implies that .s3d is designed to be openly readable?
A commercial suite of software tools for microscopic traffic simulation
developed by Quadstone Ltd.
Has some documentation for its structures and formats in the reference
material on the page
Paramics
Technical Support Documentation. Specifically, section 18.2 in
Appendix B in their
Modeller Reference Manual V4 (zipped pdf) - data "primarily associated
with the physical attributes of the road network"
Generating 3D Roads
the idea is to go automatically from a 2D road description to a completely
3D polygonal road
two main approaches: draped vs. merged
thin geometry draped on top of the terrain
pro: simpler and faster, easily changed at runtime, allows the terrain
to be a regular grid
several other high-end packages and consulting services offer some road
functionality; there are no known affordable tools or open implementations
Games
most sophisticated so far: Angel Studio's
Midtown Madness (1999)
had 100km of roads (downtown Chicago), which were procedurally generated then
touched up with hand modelling
most racing games (e.g.. SF Rush) have hand-modeled roads, not procedurally
generated
Streets of SimCity by Maxis/EA did road generation, but it only did
straight, simple roads with very artificial data