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Driving environment Design Tool 2 – DeDT2
Enhanced capacity to produce complex and dynamic traffic environments
www.vipsimulation.se
ViP PM 2016-3
Authors
Martin Stenmarck, HiQRickard Leandertz, HiQ
Björn Blissing, VTI
Cover picture: Martin Stenmarck, HiQ ACE AB
Reg. No., VTI: 2012/0543-25
Printed in Sweden by VTI, Linköping 2016
ViP PM 2016-3
Preface
The DeDT2 (Driving environment Design Tool 2) project was a continuation of the earlier DeDT
project, and a collaboration between, HiQ ACE AB, Dynagraph, AB Volvo (GTT) and the Swedish
National Road and Transport Research Institute (VTI). The work was carried out within the
competence centre ViP Driving Simulation Centre (www.vipsimulation.se), financed by VINNOVA
(the Swedish Governmental Agency for Innovation Systems; grant number 2011-03994) and the
centre partners.
As in the DeDT project, the purpose of the DeDT2 project was to evolve the ViP internal tool for
creating environment data for simulation. The delivered components from DeDT2, software and 3D
assets, are for internal ViP purpose and will be available at ViPForge. The project results were
demonstrated in Sim II during the ViP workshop in June 2013, and last reflections and conclusions
from an established product owner group were presented at the ViP workshop in January 2014.
The source files can be found on ViPForge/DeDT2. For information contact Martin Stenmarck, HiQ
([email protected]), Rickard Leandertz, HiQ ([email protected]) or the ViPForge
administrator Jonas Andersson Hultgren, VTI ([email protected]).
Linköping, September 2016
Martin Stenmarck
Project manager
ViP PM 2016-3
Quality review
Peer review was performed to 14 June 2015 by Carl Johan Andhill, Dynagraph and to 21 August 2015
by Matteo Manelli, Scania. The first author Martin Stenmarck has made alterations to the final
manuscript of the report. The ViP Director Lena Nilsson examined and approved the report for
publication on 7 October 2016.
ViP PM 2016-3
Table of contents
Executive summary ................................................................................................................................9
1. Introduction .....................................................................................................................................11
1.1. DeDT ..........................................................................................................................................12
2. Problem identification .....................................................................................................................13
3. Goals .................................................................................................................................................14
4. Method and realization ...................................................................................................................15
5. Animated models in VISIR .............................................................................................................16
5.1. Implementation details ...............................................................................................................16
6. Results ..............................................................................................................................................17
6.1. Road creator ...............................................................................................................................17 6.2. New functionality for connecting files .......................................................................................17 6.3. Viewing panel ............................................................................................................................17
7. Dissemination ...................................................................................................................................18
8. Conclusion and future activities .....................................................................................................19
References .............................................................................................................................................21
Appendix 1: Task list ...........................................................................................................................23
Appendix 2: Instructions Manual for DeDT2 ....................................................................................27
Appendix 3: DeDT2 Test Document ...................................................................................................45
ViP PM 2016-3
Abbreviations
Arc A part of a circle with constant radius.
DeDT Driving environment Design Tool, a previous ViP project which led to
an editor for creating road logics.
Greit Graphics engine interface, visualization component based on the game
engine Unity3D.
GUI Graphical user interface.
OpenDRIVE Open format specification to describe the logic of a road network.
OpenSceneGraph Open source 3D graphics application programming interface.
Qt Cross-platform application framework for developing application
software.
VISIR Visualization component used in the ViP platform.
XML Extensible Markup Language (XML) is a markup language to encode
documents in a format which is both human-readable and machine-
readable.
XODR File extension used for the OpenDRIVE format.
2D Two-dimensional space.
3D Three-dimensional space.
ViP PM 2016-3
List of figures
Figure 1. VTI visualization system architecture. ................................................................................... 11 Figure 2. VISIR load pipeline of models. .............................................................................................. 12 Figure 3. DeDT2 Graphical User Interface. .......................................................................................... 15 Figure 4. DeDT2 − Connecting roads with intersection. ....................................................................... 17
ViP PM 2016-3
ViP PM 2016-3 9
Driving environment Design Tool 2 – DeDT2
Enhanced capacity to produce complex and dynamic traffic environments
by Martin Stenmarck1, Rickard Leandertz1 and Björn Blissing2
1 HiQ ACE AB
2 Swedish National Road and Transport Research Institute (VTI)
Executive summary
The DeDT2 project is an extension of the DeDT project.
The design tool developed in DeDT had limitations from a use case perspective. Thus, more
functionality was desired. DeDT2 addresses these demands and is a more versatile tool for creating the
simulated environment.
The scope of DeDT2 has been focused on the creation of roads and crossroads, not on the environment
outside the road surface. DeDT2 has evolved to a tool which can create ordinary road segments of
different characteristics and put them together to drivable entities. Included in the scope is preparing
3D assets, developed during the DeDT project, to be more suitable in simulation environments.
The result from DeDT2 is a second step towards designing a tool for the creation of more complete
simulated driving environments. However, more steps are required, with different scopes, to complete
the goal of a “world editor”. One such project, VipCity, is proposed as a future ViP project.
10 ViP PM 2016-3
ViP PM 2016-3 11
1. Introduction
Most simulator experiments have specific purposes, either in the field of Simulator-Based Design,
SBD, (Alm, 2007) or in areas where driving behaviour is in focus. In the SBD case the vehicle-based
systems/products or infrastructural problems are the interesting parts. This means that other activities
for setting up the simulator study must be as little resource-consuming as possible to keep the main
part of the project budget for the key question. The same reasoning could be applied for behavioural
studies.
One way to tackle these needs is to rationalize the production of driving environments by making the
production tools more efficient and in parallel expand the library of re-usable environment
components. Also, expanding the capabilities of tools to enable the building of more complex and
dynamic scenarios is of interest.
A basic requirement for the description of the driving environment in road-based driving simulators is
the logic of the road network. The logic for the “drivable” surface used in the simulator defines e.g.
how a lane is connected to an intersection or what drivable paths are available within a road junction.
A common format used for the logic of the road network is the description defined within the
OpenDrive community1. The OpenDrive format is currently used within the VISIR driving
environment definition model used at VTI and thus the actual graphical system in the ViP technical
platform.
Currently the road network (Figure 1) is defined via the xml-based description named “Simple”
together with the VTI tool OD-Mod. The result is an XODR file that describes the logic of the
drivable surface (in the OpenDrive format). The XODR file also references several visual object
descriptions via a resource file and the VTI tool landscape. The tool set completely defines the logic
within and the visual appearance of the driving environment used in the ViP platform-based driving
simulators.
In the first DeDT (Driving environment Design Tool) project the scope was to take the first steps
towards a more complete design tool and to produce a number of re-usable objects for populating
driving environments/scenarios (Alm, Hagemann & Andhill, 2012). In DeDT2 the goal is to further
develop the design tool and put more efforts into integration with the simulator platform.
Figure 1. VTI visualization system architecture.
1 http://www.opendrive.org/
VISIR
Simple (xml)
OpenDrive
XODR
OD-Mod
Open SceneGraph
DeDT design tool
Resource Landscape
12 ViP PM 2016-3
1.1. DeDT
The result of DeDT was a program, called Junction Creator, which is available on ViPForge2. It
contains basic functionality for creating logical descriptions of intersections (Alm, Hagemann &
Andhill, 2012). The program is based on OpenRoadEd, a GUI used to create OpenDrive compatible
driving environments. OpenRoadEd is the result of a thesis work by two students at Chalmers
(Kurteanu & Kurteanu, 2010). This software was further developed with C++/Qt3/OpenSceneGraph4
in a Windows environment.
The Junction Creator program imports models in ive format and exports XODR files which can be
used in the simulators as shown in Figure 2 below.
It is important to separate the two concepts; the graphical models are only used for the visualization
while the XODR file is the logic that is interpreted by the simulator to place the vehicles correctly in
the visual environment. VISIR can generate graphical objects from the XODR file but the simulator
cannot generate logic from visual graphics data.
This is where the DeDT editor comes in, editing the logic XODR data while being able to display the
graphics as an extra layer.
The junctions are extremely complex in the XODR format, with many connections required between
lanes. At the graphical layer the crossing is mostly manually modelled by an artist. It is possible to
generate the graphics of a crossing based on pure XODR data, and this was demonstrated in Sim II at
the ViP Workshop in June 2013, but it is not at all as detailed as a hand modelled junction.
Figure 2. VISIR load pipeline of models.
2 https://www.vipforge.se 3 http://www.qt.io/ 4 http://www.openscenegraph.org/
ViP PM 2016-3 13
2. Problem identification
In this project, building on the previous DeDT project, better integration with the simulator will be
addressed. Today multiple XODR files cannot be loaded, meaning that connections between a
crossing and incoming roads cannot be realized. This limitation is not acceptable since the capability
to build entire road systems is essential in scenario construction.
Until now, no ViP projects have been carried out in urban settings. The DeDT2 project aims to open
for such projects and thereby broaden the scope of activities in ViP.
When using DeDT as a starting point, the most evident issue is that the tool is specialized on junctions.
The creation of connecting roads as well as common roads with no junctions is still a very time
consuming task. Technically, the original DeDT tool is not designed to edit and create the road
segments between different intersections.
The original DeDT tool is also lacking the ability to load, view and edit an existing road (XODR file).
The “product owner” group involved in the project identified two kinds of use cases; the first one was
to work with roads with high realism and precise configuration, the other type was to work with
randomized roads with variable curvature. This requires the tool to have a technical width to comply
with both interests.
14 ViP PM 2016-3
3. Goals
The DeDT2 project will further develop the design tool from the earlier project, enabling it to edit not
only intersections but also the road in between. The new design tool will also have added functionality
and an improved user interface to make the road design process easier and more powerful.
The results of the DeDT2 project will be of a technical nature more than theoretical. The delivered
documentations will be user guides and technical descriptions.
A final activity in the project will be to demonstrate data created by the design tool directly in one of
the simulators in the ViP community.
ViP PM 2016-3 15
4. Method and realization
The work in DeDT2 started with a brainstorming meeting. At this meeting a “product owner” group
was established and later, based on use cases, a list of requirements was created (see Task list in
Appendix 1). By using a scrum methodology these requirements were prioritized to identify the most
desired functionality and were later broken down into development tasks. The tasks were intended to
take no longer than one week to finish. By focusing on the tasks with the highest impact first, the
project could always continue to add the, at the time, most valuable functionality.
Since DeDT already had a framework set up, it was decided to start from the existing tool and add
functionality and refinements to keep the tool familiar to existing users and not re-invent already
polished functions. The previous code base required some adjustments to be compatible with the new
functionality described in Chapter 6. The time spent making these adjustments were easily made up by
using an already existing user interface (Figure 3) and basic functionality.
The developers had access to a simulation rig during the implementation phase to conduct tests to see
that the results produced was correct.
Figure 3. DeDT2 Graphical User Interface.
16 ViP PM 2016-3
5. Animated models in VISIR
As a supplemental project part VISIR was extended to support loading and controlling the animated
3D models which were created in the previous DeDT project. Minor changes to some of the models
also had to be performed since the export format used in the previous project had changed, i.e. the
supported Autodesk FBX version had changed from OpenSceneGraph 2.8 to OpenSceneGraph 3.0.
5.1. Implementation details
A new class of VISIR actors had to be implemented. As before these had to be controlled from the
simulation kernel.
The export format did not support multiple animation patterns in the same file, therefore the model
reader had to be adapted. To read multiple animation into one model the following process is used.
First a base model gets read, which include 3D geometry, bone structure and animation data. The 3D
geometry and bone structure get stored inside the actor class. Then animation data in that file is
extracted, assigned an identification number, and stored in a vector structure inside the actor class.
Then subsequent models are read. These models have to use the same 3D geometry and the same
internal bone structure as the base model. From these additional models the 3D geometry and bone
structure are discarded, since they are identical with the base model. Only the animation data are
extracted and stored in the same vector as the animation data from the base model.
The animation also has to support continuous blending between animation modes, for example smooth
transition from walking to running or idling to walking. This was implemented by weighting the effect
that each animation will have on the model. Blend-in and blend-out times can be specified for each
animation mode. When a model starts playing the model scales in the animation weight during the
specified blend-in time. As one animation blends-in the previous playing animation starts to blend-out.
When the animation weight scale reaches zero the animation stops playing, to prevent waste of
computer processing power.
ViP PM 2016-3 17
6. Results
The DeDT2 project has produced two results, the first is a software for Microsoft Windows and the
second is a set of corrected 3D assets. The developed program, called DeDT2, contains a GUI to
create road environments in accordance with the OpenDrive standard.
The documentation produced, besides this report, is an “Instructions Manual for DeDT2“ (see
Appendix 2) and a technical test description ”DeDT2 Test Document” (see Appendix 3).
The DeDT Application has been re-worked to focus on larger driving environments with support for
frequently used functions like cut and fuse road segments and generate a set length of road with
selectable curvature. The three main additions are the Road creator, a connection of files functionality
(Figure 4), and the ability to create roads by clicking directly in the Viewing panel.
6.1. Road creator
The tab formally known as “Advanced” has changed name to “Create road”. It still includes the same
road properties and lane properties as before and in addition a feature that allows you to create a road
with randomized properties.
6.2. New functionality for connecting files
A new tab, called “Connect files”, has been added to the Creation view. This tab includes two new
functions, merge files and split files. The merge file section is used to connect two XODR files
whether it is a junction or a road.
6.3. Viewing panel
A new feature to the Viewing panel is the possibility to create roads by directly clicking in the main
user interface. This will generate an arc-formed road from the end of the last road to the coordinates
selected with the mouse click. To enable this function press down the B key on your keyboard and
then hit the right mouse button to create a new road segment.
Figure 4. DeDT2 - Connecting roads with intersection.
18 ViP PM 2016-3
7. Dissemination
As in the DeDT project, the purpose of the DeDT2 project was to evolve the ViP internal tool for
creating environment data for simulation. The delivered components from DeDT2 are for internal ViP
purpose and will be available at ViPForge5. The Project results were demonstrated in Sim II during the
ViP workshop in June 2013, and last reflections and conclusions from the product owner group were
presented at the ViP workshop in January 2014.
5 https://www.vipforge.se
ViP PM 2016-3 19
8. Conclusion and future activities
The resulting design tool still needs further development to fulfil the requirements of a “world editor”.
The chosen technical platform on which DeDT, and furthermore DeDT2, is based has several issues
and difficulties. Other, newer, frameworks are now available that could potentially solve the same task
and is more suitable for future use.
It would be of interest to investigate future visualization platforms, for example Unity3D6 which the
ViP project Greit already has demonstrated (Andhill, Blissing & Källgren, 2014), and how an
environment creation tool could pair up with such technology. It would also be beneficial to look at
applications with similar purpose and functionality, i.e. from the gaming industry.
It would be an advantage to further focus on integrating or hiding the logical requirements from the
XODR format into a more intuitive editor. The user could then focus more on the visual elements
which is far easier to relate to than keeping check on the underlying logic.
The increasing need for city environments will strain the DeDT structure. It would be interesting to
investigate another way of incorporating the XODR format into a more grid structure which does not
require the same amount of data. A city environment will also require the surrounding visualization to
increase in detail and liveliness.
6 http://www.unity3d.com
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ViP PM 2016-3 21
References
Alm, T. (2007). Simulator-Based Design – Methodology and vehicle display applications. Dissertation
No. 1078 (http://www.diva-portal.org/liu/theses/abstract.xsql?dbid=8465). Linköping, Sweden:
Linköping University/Institute of Technology.
Alm, T., Hagemann, A., & Andhill, C. J. (2012). Driving Environment Design Tool – DeDT:
Enhanced capacity to produce complex and dynamic traffic environments. ViP publication 2012-3
(www.vipsimulation.se). Linköping Sweden: Swedish National Road and Transport Research
Institute (VTI).
Andhill, C. J., Blissing, B., & Källgren, L. (2014). Greit – Graphics engine interface. ViP PM 2014
(www.vipsimulation.se). Linköping Sweden: Swedish National Road and Transport Research
Institute (VTI).
Kurteanu, D., & Kurteanu, E. (2010). Open-source road generation and editing software. Master
Thesis, Department of Computer Science and Engineering. Gothenburg, Sweden: Chalmers
University of Technology/University of Gothenburg.
22 ViP PM 2016-3
ViP PM 2016-3 23
Appendix 1: Task list
Appendix key
ID Unique identification of task.
Imp Impact, 1-4, higher value indicates more
importance to the product owners.
Task
slogan
Text (in Swedish) describing workflow
desired.
Notes Extra comments.
The section “borttagna” contains tasks decided to be outside the scope.
ID Imp Task slogan Notes
1 4 Jag vill snabbt och enkelt kunna skapa de vägar eller väg-/gatunät som min studie kräver.
Olika vägtyper, körfält, bredder, linjeföring, busshållplatser.
2 1 Jag vill kunna utgå från en verklig och inmätt väg vars data ska kunna importeras i DeDT och vara direkt körbar på ViP-plattformen.
Vi är osäkra på detta behov. Finns kanske redan tillräckligt av den "varan" (Known roads7 etc.).
3 4 Jag vill kunna manipulera vägar genom att klippa in nya avsnitt, ändra kurvatur och göra justeringar i höjdled.
4 4 Jag vill kunna bygga en fiktiv väg genom att använda ett enkelt ritförfarande för att hantera sträckningar och kurvatur i plan- och höjdled.
5 2 Jag vill kunna rita vägar och vägnät mot ett 2D-kartunderlag på ”lagom” detaljnivå.
Bakgrundsbild räcker.
6 3 Jag vill kunna tillföra vägdata ur tillgänglig databas till en fiktiv väg för att få den typväg jag behöver.
T.ex. x-filig motorväg, 90km/tim landsväg etc.
7 3 Jag vill kunna rita upp gatunät mer automatiskt med angivande av karaktäristika som kvartersmått, gatubredder och trottoarbredder/-höjder.
Framför allt viktigt att kunna få till en "körslinga".
8 4 Jag vill kunna koppla ihop flera modeller med olika karaktäristika.
Plocka ihop vägavsnitt, avfarter, korsningar, rondeller etc.
11 4 Jag vill kunna placera ut fasta objekt i ett 2D-fågelperspektiv.
Byggnader, skyltar, vegetation etc.
12 3 Jag vill kunna granska väg- och omgivningsvyer i 3D från valfri utgångspunkt.
13 4 Jag vill inte behöva tänka på filformatet vid hopkoppling av olika enheter.
ViP-format, inte objekt man köper in.
14 4 Jag vill enkelt kunna arbeta med objekt med olika nivå på skalning.
Detaljerat/fågelperspektiv??? Stöd för skalhantering.
7 Nåbo, A., Andhill, C. J., Blissing, B., Hjort, M., & Källgren, L. (2015b). Known Roads - Real roads in
simulated environments for the virtual testing of new vehicle systems. ViP publication 2015-2
(www.vipsimulation.se). Linköping, Sweden: LiU-Tryck.
24 ViP PM 2016-3
15 1 Jag vill att det ska vara lätt att spara/göra backup (1) och ångra (3) kommandon.
20 4 Jag vill kunna visualisera den väg jag arbetar med och skriva ut bilden.
Kolla print Screen.
21 4 Jag vill kunna hantera korsningar. Kan behövas hjälpfunktioner för att göra användarvänligt. Typkorsningar.
22 4 Jag vill också kunna placera rörliga objekt på och i anslutning till vägen.
Fotgängare, cyklister, älgar. Position/markering/mätning.
23 2 Jag vill att verktyget varnar/markerar vid regelbrott.
För skarp kurva, feldosering osv. Jfr pp 4 och 6.
24 4 Jag vill kunna skapa landsvägar/motorvägar utan att ha indata förberett, det räcker med vägtyp, längd + ev. antal filer och min-/maxkurvatur.
Utdata blir slumpade vägar som följer regler, men där ingen känner igen sig. Jfr p 4.
25 2 Jag vill kunna göra vägar som följer kartdata; GPS-spår + höjd m.m. för att t.ex. testa navigationsfunktioner mot google maps.
30 Jag vill kunna importera våra befintliga gamla Volvo-vägar och konvertera till ViP-kompatibla dito.
Utred kostnad.
31 1 Jag vill kunna generera kompletta rutnät/städer med få attribut som indata, via regelbaserad generator för variationens skull.
Jfr p 7.
32 1 Som tillverkare av filmsnuttar för demo/ disseminationer vill jag kunna importera detaljerade vägsnuttar/kvarter/städer som man kan köpa från nätet, och addera logik i efterhand, gärna via konvertering xyz -> ViP-format. Vi vill uppnå en hög detaljnivå som tål att visas på film utan att anställa 3D-konstnärer.
Borttagna
9 Jag vill kunna lägga till/ta bort statiska objekt, gärna från ett ViP-bibliotek.
Samma som p 11.
10 Jag vill också kunna lägga ut fasta objekt på vägen och i nära anslutning till vägen.
Samma som ovan och p 11.
16 Som icke van vägbyggare vill jag bli mer van, dvs verktyget måste vara enkelt. Att kunna skapa sina egna vägar ger kontroll och bättre överblick över projektets tidplan. Man kan testa sin sträcka tidigt, man behöver inte skapa scenarion på fel väg för att sen flytta på dem till rätt väg.
Samma som p 1 m fl.
17 Jag vill kunna välja bland linjemarkeringar, vägprofiler, dikesprofiler osv från en databas när det finns etablerade regler.
Samma som p 11.
18 Som van scenarioskapare vill jag kunna göra manuella ändringar av kurvatur, höjd, linjemarkeringar, vägren, dike.
Samma som p 4.
19 Jag vill ha möjlighet att manipulera färdiga modeller med drag & drop.
ViP PM 2016-3 25
26 Jag vill kunna tillföra standardvägmarkeringar på fiktiva vägar/vägavsnitt på ett enkelt sätt.
Jfr p 6.
27 Jag ska kunna gå in på någon del av vägen och göra en ändring.
Jfr p 3.
28 Jag vill kunna utgå från en befintlig väg och gör ändringar.
Jfr p 3.
29 Jag vill ha möjlighet att kombinera flera olika vägar och kopiera en bearbetad väg.
Jfr pp 3 och 8.
33 Jag vill visuellt kunna förflytta mig längs med vägen för att se hur modellen blir.
Jfr p 12.
34 Jag vill kunna generera ”endimensionella” stadsrutter (inte kompletta rutnät/städer) med få attribut som indata, via regelbaserad generator för variationens skull.
Sträckan blir ung start----+---+--+-----------+---+----+--- slut. Jfr p 7.
35 Jag vill kunna sätta ihop och dela olika vägar Jfr p 8.
36 Jag vill kunna lägga till avfart, påfart, korsning, rondell.
Jfr p 8.
37 Jag vill kunna rita en väg (logiskt) från scratch och få ut logik + grafik.
Jfr p 4.
26 ViP PM 2016-3
ViP PM 2016-3 27
Appendix 2: Instructions Manual for DeDT2
Rickard Leandertz, HiQ
Innehållsförteckning
Introduction ......................................................................................................................................... 28
Overview Road creator ....................................................................................................................... 29
Overview connect files ....................................................................................................................... 29
Overview Viewing panel .................................................................................................................... 30
Overview zoom, pan, select ................................................................................................................ 30
Tutorial 1, build a randomized road .................................................................................................... 31
Tutorial 2, build a road using the Viewing panel ................................................................................ 34
Tutorial 3, Connect road with crossing using the Connect files folder. .............................................. 38
Tutorial 4, Slit road using the Connect files folder. ............................................................................ 41
28 ViP PM 2016-3
Introduction
DeDT2 is an expansion of DeDT (Junction Creator) and is built in the same application. This manual
will focus on the new features that have been added. For a more detailed description of the basics for
this tool read “Junction Creator Manual”.
While DeDT focuses on the making of junctions, DeDT2’s main function is to create roads, but also to
offer the possibility to combine xodr files as well as dividing them. This manual will start with an
explanation of the functions and further on there will be a tutorial for each function.
ViP PM 2016-3 29
Overview Road creator
The tab formally known as “Advanced” has changed name to “Create road”. It still includes the same
road properties and lane properties as before and in addition a feature that allows you to create a road
with randomized properties.
How to use Road properties and Lane properties is described in the Junction creator manual.
Properties random road is used to automatically create roads with a button click.
Parameters are length (1m to 10km, default is 1km), number of left and right lanes and maximum
curvature (scale 1 to 20 where 20 is max, default is 7). The parameter for elevation curvature is
disabled. The checkbox new ROAD is used to create a new xodr node. This will make it easier to
delete and redo the road.
Overview connect files
There have been added a new tab to the Creation view, called connect files. This tab includes two new
functions, merge files and split files. The merge file section is used to connect two xodr files whether
it’s a junction or a road.
30 ViP PM 2016-3
The split file section does the opposite. It separates the xodr file into two new files.
“Connect files” is a separate application that has been integrated in dedt. This application only handles
xodr files. This means roads in progress have to be saved as an xodr file to be either merged or spit.
Overview Viewing panel
A new feature to the Viewing panel is the possibility to create roads by clicking in directly into the
window. This will generate an arc-formed road from the end of the end-coordinates of the last road to
the coordinates selected with the mouse click. To enable this function press down the B key on your
keyboard and then hit the right mouse button to create a new road segment.
Overview zoom, pan, select
Here are the mouse and keyboard commands for operating in the Viewing panel.
Zoom in/out Space + third mouse button, move mouse down/up.
Move Third mouse button, move mouse in moving direction.
Look Right mouse button, move mouse in looking direction.
Build road B key + right mouse button.
Select Left mouse button
ViP PM 2016-3 31
Tutorial 1, build a randomized road
In this tutorial we will build a single lane, 5 km long road with an undefined shape.
To build a road, always start with adding a New connecting road under the tab Create Junction.
A dialog will open with road properties. Write the name of your road and hit Ok.
32 ViP PM 2016-3
This will create a small piece of road in the middle of the screen. This is where the road will begin and
if more lanes are desired just hit the New left lane or New right lane button just under the New
connecting road button. Now enter the tab Create road.
To generate the road, look at Properties for random road. The first variable describes the length of the
new road, default is 1000m. Change this to 500m. Number of right and left lanes indicates how many
lanes there will be on each side. Since lanes are specific for each ROAD node in the xodr format, the
number of lanes is decided by the starting road. If you wish to add more lanes, either change the
Number of right lanes/Number of left lanes and check the new ROAD box or go back to the Create
junction tab and add lanes there. In this case, we only want one lane on each side so leave these at
default value one. Maximum curvature indicates on which interval the radius of each curve is
randomized. Where smaller numbers mean bigger radius and straighter roads and vice versa. In this
case change to 10. Leave Maximum elevation curvature. This function is not implemented. Check new
ROAD box. This will create a new node in the xodr file for this road section. It is not crucial, but it
helps if you want to redo.
ViP PM 2016-3 33
Now hit the Create road button to generate the road.
If this is not what you had in mind, select the new road, Road 1 in the Road tree to the left and hit the
Remove item button. Now hit the Create road button again to generate a new road.
34 ViP PM 2016-3
Tutorial 2, build a road using the Viewing panel
In this tutorial we will build a two lane road with a ~200m straight road followed by a right curve and
a left curve.
Start by adding a new road using the New connecting road button under the Create Junction tab. Then
add a new left lane and a new right lane by hitting the New Left Lane and New Right Lane button
once.
To be able to create roads or modifying them inside the Viewing panel, a surface is needed. This can
be a model or a reference image. To add a model open File and then Open model…
To add a reference image, which we will use in this tutorial, open Options and the Grid settings.
ViP PM 2016-3 35
Check the box for Reference image and add a texture, in this case just a blue background color.
Hit Ok and there should now be a clickable surface beneath the road. Select the road geometry in the
Road tree on the left side.
36 ViP PM 2016-3
When the geometry is selected two yellow squares appears on the road.
Select the left square (with left mouse button) and pull it to the left, make it about 200m.
Alt 1. Now press the B key and right-click where you want the curve to end, on the right side of the
road-ending.
ViP PM 2016-3 37
And now to the left.
Alt 2. Hit the “Add geometry Bezier curve”-button in the Create road folder.
This will generate a Bezier curve to the straight road.
38 ViP PM 2016-3
The Bezier curve is editable in length and curvature. To edit length, pull the yellow square at the end
of the road. To edit the curvature, pull the squares at the end of the red and green line.
Tutorial 3, Connect road with crossing using the Connect files folder.
In this tutorial we will connect three xodr files, a randomized road created in the same manner as in a
previous tutorial (tutorial 1), a junction and then we will attach the same road as the first again to the
right turn in the junction.
The junction which we will connect looks like this:
ViP PM 2016-3 39
Open up the “connect files” folder.
(1)Press “load file” and fetch the road you want to extend. (2)Then press the second “load file” and
fetch the junction you want to add. (3)Since the “adding file” is a junction check the “Junction box”.
1 2
3
1 2
3
40 ViP PM 2016-3
(1)Write the name of the road I the junction you want to connect to. In this case write “right_turn”.
(2)Press ”Save as” and write a new name for the new file which will be generated. (3) Press Merge to
merge the two files. If you now open up save road it should look something like this.
We will now attach the same randomized road to the road called right turn. So open up the “connect
files” folder again.
(1)Press load file and open up the file you saved in the last step. (2)Since the last road (right_turn) is a
part of a junction check the “Junction box”. (3)Write the name of the road you want to connect with in
the junction. In this case “right_turn”. (4)Press “Load file” for the “adding file” and choose the
randomized road used before.
Right_turn
1
2
3
4
1
2
ViP PM 2016-3 41
(1)Press “Save as” and write a new name for the new file. (2) Press merge to generate the new road.
This should look like this.
Tutorial 4, Slit road using the Connect files folder.
In this tutorial we will split the randomized road from the previous tutorial (tutorial 3) after 400
meters.
Press “Load file” and fetch the file you want to part. In this case the same randomized road from
tutorial 3.
42 ViP PM 2016-3
Enter the length of the first road. In this case, write 500 meters. Then press “SPLIT”. In the same
folder as your randomize road there will now be two more files with the same name plus the extension
“_1” and “_2”. For example, in this case the original road is called “tut3_random” and the two new
roads a called “tut3_random_1” and “tut3_random_2”, where tut3_random_1 is the first part of the
road which should be about 400 meters.
Original file tut3_random.xodr.
ViP PM 2016-3 43
First part of the parted file: tut3_random_1.xodr.
Second part of the parted file: tut3_random_2.xodr.
44 ViP PM 2016-3
ViP
PM
2016
-3
45
Appendix
3:
DeD
T2 T
est
Docum
ent
Req
uir
emen
ts:
A f
un
ctio
n f
or
join
ing s
epar
ate
xo
dr
file
s.
A f
un
ctio
n f
or
cutt
ing a
n e
xis
tin
g r
oad
into
tw
o s
egm
ents
.
A f
un
ctio
n f
or
addin
g a
road
seg
men
t to
anoth
er r
oad
seg
men
t.
A f
un
ctio
n f
or
con
nec
tin
g a
ro
ad s
egm
ent
to a
cro
ssin
g.
A f
un
ctio
n f
or
con
nec
tin
g a
cro
ssin
g t
o a
road
seg
men
t.
Cre
atio
n o
f si
mp
le r
oad
geo
met
ry.
Cre
atio
n o
f st
raig
ht
road
geo
met
ry.
Cre
atio
n o
f cu
rved
road
geo
met
ry.
Cre
atio
n o
f ra
nd
om
ized
ro
ads
of
des
ired
len
gth
and m
in a
nd m
ax c
urv
ature
.
A f
un
ctio
n t
o s
ave
xo
dr
file
.
xodr
file
ru
nn
able
on
tes
t ed
itio
n o
f V
isir
.
Tes
t 1:
A f
un
ctio
n f
or
join
ing s
epar
ate
xo
dr
file
s.
Tes
t
step
ID
Tes
t d
escri
pti
on
T
est
step
E
xp
ecte
d r
esu
lt
Tes
t
resu
lt
1
Op
en ’
Co
nnec
t fi
les’
tap
C
lick
on t
he
‘Connec
t fi
les’
tab
. T
he
‘Co
nnec
t fi
les’
tab
wil
l o
pen
up
.
Pas
sed
2
Sel
ect
the
firs
t x
odr
file
C
lick
the
’Load
fil
e’ b
utt
on i
n t
he
left
colu
mn i
n
the
‘Mer
ge
file
s’-
fiel
d.
The
‘Op
en f
ile’
win
do
w w
ill
open
. P
asse
d
3
Ch
oo
se f
ile
Sel
ect
xodr
file
in t
he
‘Open
fil
e’ w
indow
and
pre
ss o
pen
.
The
sele
cted
fil
e w
ill
sho
w i
n t
he
lab
el a
bo
ve
the
butt
on
.
Pas
sed
4
Sel
ect
the
seco
nd
xo
dr
file
C
lick
the
’Load
fil
e’ b
utt
on i
n t
he
centr
e co
lum
n
in t
he
‘Mer
ge
file
s’-
fiel
d.
The
‘Op
en f
ile’
win
do
w w
ill
open
. P
asse
d
5
Ch
oo
se f
ile
Sel
ect
xodr
file
in t
he
‘Open
fil
e’ w
indow
and
pre
ss o
pen
.
The
sele
cted
fil
e w
ill
sho
w i
n t
he
lab
el a
bo
ve
the
butt
on
.
Pas
sed
46
ViP
PM
20
16
-3
6
Sav
e fi
le t
o f
old
er
Cli
ck t
he
’Sav
e as
’ butt
on i
n t
he
right
colu
mn i
n
the
‘Mer
ge
file
s’-
fiel
d.
The
‘sav
e fi
le’
win
do
w w
ill
op
en.
Pas
sed
7
Typ
e n
ame
of
file
T
ype
nam
e of
the
saved
fil
e, a
nd p
ress
Sav
e.
The
nam
e an
d a
ddre
ss t
o t
he
save
file
wil
l sh
ow
in
th
e
lab
el a
bo
ve
the
bu
tto
n.
Pas
sed
8
Mer
ge
file
s C
lick
the
‘Mer
ge’
butt
on i
n t
he
right
colu
mn i
n
the
‘Mer
ge
file
s’-
fiel
d.
(open
sav
ed f
ile
to v
erif
y).
The
file
wil
l b
e m
erged
. P
asse
d
Tes
t 2:
A f
un
ctio
n f
or
cutt
ing a
n e
xis
tin
g r
oad
into
tw
o s
egm
ents
.
Tes
t
step
ID
Tes
t d
escri
pti
on
T
est
step
E
xp
ecte
d r
esu
lt
Tes
t
resu
lt
1
Op
en ’
Co
nnec
t fi
les’
tap
C
lick
on t
he
‘Connec
t fi
les’
tab
. T
he
‘Co
nnec
t fi
les’
tab
wil
l o
pen
up
. P
asse
d
2
Sel
ect
the
firs
t x
odr
file
C
lick
the
’Load
fil
e’ b
utt
on i
n t
he
‘Spli
t fi
le’-
fiel
d.
The
‘Op
en f
ile’
win
do
w w
ill
open
. P
asse
d
3
Ch
oo
se f
ile
Sel
ect
xodr
file
in t
he
‘Open
fil
e’ w
indow
. T
he
sele
cted
fil
e w
ill
sho
w i
n t
he
lab
el a
bo
ve
the
butt
on
.
Pas
sed
4
Typ
e w
her
e to
spli
t E
nte
r a
length
alo
ng ’
s’ w
her
e th
e fi
le w
ill
be
div
ided
.
P
asse
d
5
Sp
lit
Cli
ck t
he
’Spli
t’ b
utt
on i
n t
he
‘Spli
t fi
le’-
fie
ld.
The
file
has
bee
n d
ivid
ed i
nto
tw
o s
epar
ate
file
s w
ith
the
sam
e ad
dre
ss a
nd
nam
e as
the
ori
gin
al f
ile,
wit
h t
he
dif
fere
nce
of
the
nam
e ex
ten
sio
ns
_1
an
d _
2.
Pas
sed
ViP
PM
2016
-3
47
Tes
t 3:
A f
un
ctio
n f
or
addin
g a
ro
ad s
egm
ent
to a
noth
er r
oad
seg
men
t.
Tes
t
step
ID
Tes
t D
escr
ipti
on
T
est
step
E
xp
ecte
d r
esu
lt
Tes
t
resu
lt
1
Sam
e as
Tes
t 1
Sam
e as
Tes
t 1
Sam
e as
Tes
t 1
Sam
e as
Tes
t 1
Tes
t 4:
A f
un
ctio
n f
or
con
nec
tin
g a
ro
ad s
egm
ent
to a
cro
ssin
g.
Tes
t
step
ID
Tes
t d
escri
pti
on
T
est
step
E
xp
ecte
d r
esu
lt
Tes
t re
sult
1
Op
en ’
Co
nnec
t fi
les’
tap
Cli
ck o
n t
he
‘Connec
t fi
les’
tab
. T
he
‘Co
nnec
t fi
les’
tab
wil
l o
pen
up
. P
asse
d
2
Sel
ect
the
firs
t x
odr
file
Cli
ck t
he
’Load
fil
e’ b
utt
on i
n t
he
left
colu
mn i
n t
he
‘Mer
ge
file
s’-
fiel
d.
The
‘Op
en f
ile’
win
do
w w
ill
open
. P
asse
d
3
Ch
oo
se f
ile
(ju
nct
ion
) S
elec
t xodr
file
in t
he
‘Open
fil
e’ w
indow
. T
he
sele
cted
fil
e w
ill
sho
w i
n t
he
lab
el a
bo
ve
the
butt
on
.
Pas
sed
4
Mar
k i
t as
a j
un
ctio
n
Ch
eck t
he
‘junct
ion’-
box i
n t
he
left
colu
mn i
n t
he
‘Mer
ge
file
s’-f
ield
.
P
asse
d
5
Ch
oo
se w
hic
h r
oad
in
the
jun
ctio
n t
o
con
nec
t to
Typ
e in
the
nam
e of
the
connec
ting r
oad
-ele
men
t in
the
jun
ctio
n i
n t
he
text
fiel
d i
n t
he
right
colu
mn i
n t
he
‘Mer
ge
file
s’-
fiel
d.
P
asse
d
6
Sel
ect
the
seco
nd
xo
dr
file
Cli
ck t
he
’Load
fil
e’ b
utt
on i
n t
he
centr
e co
lum
n i
n t
he
‘Mer
ge
file
s’-
fiel
d.
The
‘Op
en f
ile’
win
do
w w
ill
open
. P
asse
d
7
Ch
oo
se f
ile
S
elec
t xodr
file
in t
he
‘Open
fil
e’ w
indow
. T
he
sele
cted
fil
e w
ill
sho
w i
n t
he
lab
el a
bo
ve
the
butt
on
.
Pas
sed
8
Sav
e fi
le t
o f
old
er
Cli
ck t
he
’Sav
e as
’ butt
on i
n t
he
right
colu
mn i
n t
he
‘Mer
ge
file
s’-
fiel
d.
The
‘sav
e fi
le’
win
do
w w
ill
op
en.
Pas
sed
9
Typ
e n
ame
of
file
T
yp
e nam
e of
the
saved
fil
e, a
nd p
ress
Sav
e.
The
nam
e an
d a
ddre
ss t
o t
he
save
file
wil
l sh
ow
in
the
lab
el a
bo
ve
the
bu
tto
n.
Pas
sed
10
M
erge
file
s C
lick
the
‘Mer
ge’
butt
on i
n t
he
right
colu
mn i
n t
he
‘Mer
ge
file
s’-
fiel
d.
(open
sav
ed f
ile
to v
erif
y).
The
road
wil
l be
mer
ged
wit
h t
he
jun
ctio
n.
Pas
sed
48
ViP
PM
20
16
-3
Tes
t 5:
A f
un
ctio
n f
or
con
nec
tin
g a
cro
ssin
g t
o a
road
seg
men
t.
Tes
t
step
ID
Tes
t d
escri
pti
on
T
est
step
E
xp
ecte
d r
esu
lt
Tes
t
resu
lt
1
Op
en ’
Co
nnec
t fi
les’
tap
C
lick
on t
he
‘Connec
t fi
les’
tab
. T
he
‘Co
nnec
t fi
les’
tab
wil
l o
pen
up
. P
asse
d
2
Sel
ect
the
firs
t x
odr
file
C
lick
the
’Load
fil
e’ b
utt
on i
n t
he
left
colu
mn i
n t
he
‘Mer
ge
file
s’-
fiel
d.
The
‘Op
en f
ile’
win
do
w w
ill
open
. P
asse
d
3
Ch
oo
se f
ile
S
elec
t xodr
file
in t
he
‘Open
fil
e’ w
indow
. T
he
sele
cted
fil
e w
ill
sho
w i
n t
he
lab
el a
bo
ve
the
butt
on
.
Pas
sed
4
Sel
ect
the
seco
nd
xo
dr
file
Cli
ck t
he
’Load
fil
e’ b
utt
on i
n t
he
centr
e co
lum
n i
n
the
‘Mer
ge
file
s’-
fiel
d.
The
‘Op
en f
ile’
win
do
w w
ill
open
. P
asse
d
5
Ch
oo
se s
eco
nd f
ile
(ju
nct
ion
)
Sel
ect
xodr
file
in t
he
‘Open
fil
e’ w
indow
. T
he
sele
cted
fil
e w
ill
sho
w i
n t
he
lab
el a
bo
ve
the
butt
on
.
Pas
sed
6
Mar
k i
t as
a j
un
ctio
n
Chec
k t
he
‘junct
ion’-
box i
n t
he
left
colu
mn i
n t
he
‘Mer
ge
file
s’-f
ield
.
P
asse
d
7
Ch
oo
se w
hic
h r
oad
in
th
e
jun
ctio
n t
o c
on
nec
t to
Type
in t
he
nam
e of
the
connec
ting r
oad
-ele
men
t in
the
junct
ion i
n t
he
text
fiel
d i
n t
he
right
colu
mn i
n t
he
‘Mer
ge
file
s’-
fiel
d.
P
asse
d
8
Sav
e fi
le t
o f
old
er
Cli
ck t
he
’Sav
e as
’ butt
on i
n t
he
right
colu
mn i
n t
he
‘Mer
ge
file
s’-
fiel
d.
The
‘sav
e fi
le’
win
do
w w
ill
op
en.
Pas
sed
9
Typ
e n
ame
of
file
T
ype
nam
e of
the
saved
fil
e, a
nd p
ress
Sav
e.
The
nam
e an
d a
ddre
ss t
o t
he
save
file
wil
l sh
ow
in
th
e
label
abo
ve
the
bu
tto
n.
Pas
sed
10
M
erge
file
s C
lick
the
‘Mer
ge’
butt
on i
n t
he
right
colu
mn i
n t
he
‘Mer
ge
file
s’-
fiel
d.
(open
sav
ed f
ile
to v
erif
y).
The
junct
ion
wil
l b
e m
erged
wit
h t
he
road
. P
asse
d
ViP
PM
2016
-3
49
Tes
t 6:
Cre
atio
n o
f si
mp
le r
oad
geo
met
ry.
Tes
t
step
ID
Tes
t d
escri
pti
on
T
est
step
E
xp
ecte
d r
esu
lt
Tes
t
resu
lt
1
Op
en ’
Cre
ate
Jun
ctio
n’
tab
Cli
ck o
n t
he
‘Cre
ate
Junct
ion’
tab
. T
he
‘Cre
ate
Jun
ctio
n’
tab
wil
l o
pen
. P
asse
d
2
Cre
ate
road
C
lick
the
’New
connec
ting r
oad
’ butt
on i
n t
he
‘Road
crea
tion’
fiel
d.
The
‘Cre
ate
inco
min
g r
oad
’ w
ind
ow
wil
l ap
pea
r.
Pas
sed
3
Pic
k c
entr
e po
int
Nam
e th
e ro
ad. S
et p
redec
esso
r to
99,
and c
lick
’O
k’
in t
he
’Cre
ate
inco
min
g r
oad
’ w
indow
and c
lick
‘Rev
erse
’ in
the
‘Dir
ecti
on e
rror’
win
dow
.
A r
oad
geo
met
ry w
ill
sho
w i
n t
he
Vie
win
g p
anel
and
in t
he
Road
tre
e to
th
e le
ft o
n t
he
scre
en.
Pas
sed
Tes
t 7:
Cre
atio
n o
f st
raig
ht
road
geo
met
ry.
Tes
t
step
ID
Tes
t d
escri
pti
on
T
est
step
E
xp
ecte
d r
esu
lt
Tes
t
resu
lt
1
Cre
ate
sim
ple
ro
ad
Sam
e as
ste
p 1
,2,3
& 4
fro
m T
est
6.
P
asse
d
2
Op
en ’
Cre
ate
Ro
ad’
tab
Cli
ck o
n t
he
‘Cre
ate
road
’ ta
b.
The
‘Cre
ate
road
’ ta
b w
ill
op
en.
Pas
sed
3
Cre
ate
stra
igh
t ro
ad
geo
met
ry
Cli
ck o
n t
he
’Add g
eom
etry
lin
e’ b
utt
on
. A
str
aigh
t ro
ad g
eom
etry
wil
l sh
ow
in
th
e V
iew
ing
pan
el a
nd
in
th
e R
oad
tre
e to
th
e le
ft o
n t
he
scre
en.
Pas
sed
Tes
t 8:
Cre
atio
n o
f cu
rved
ro
ad g
eom
etry
.
Tes
t
step
ID
Tes
t d
escri
pti
on
T
est
step
E
xp
ecte
d r
esu
lt
Tes
t
resu
lt
1
Cre
ate
sim
ple
ro
ad
Sam
e as
ste
p 1
,2,3
& 4
fro
m T
est
6.
P
asse
d
2
Op
en ’
Cre
ate
Ro
ad’
tab
Cli
ck o
n t
he
‘Cre
ate
road
’ ta
b.
The
‘Cre
ate
road
’ ta
b w
ill
op
en.
Pas
sed
3
Cre
ate
curv
ed r
oad
geo
met
ry
Cli
ck o
n t
he
’Add g
eom
etry
Bez
ier
curv
e’ b
utt
on
. A
cu
rved
ro
ad g
eom
etry
wil
l sh
ow
in
th
e V
iew
ing
pan
el a
nd
in
th
e R
oad
tre
e to
th
e le
ft o
n t
he
scre
en.
Pas
sed
50
ViP
PM
20
16
-3
Tes
t 9:
Cre
atio
n o
f ra
nd
om
ized
ro
ads
of
des
ired
length
and m
in a
nd m
ax c
urv
ature
.
Tes
t
step
ID
Tes
t d
escri
pti
on
T
est
step
E
xp
ecte
d r
esu
lt
Tes
t
resu
lt
1
Cre
ate
sim
ple
ro
ad.
Sam
e as
ste
p 1
,2,3
& 4
fro
m T
est
6.
P
asse
d
2
Op
en ’
Cre
ate
Ro
ad’
tab
Cli
ck o
n t
he
‘Cre
ate
road
’ ta
b.
The
‘Cre
ate
road
’ ta
b w
ill
op
en.
Pas
sed
3
Ch
ange
len
gth
of
the
ran
do
miz
ed r
oad
Type
the
length
of
the
road
in t
he
text
fiel
d a
fter
the
lab
el ‘
Len
gth
of
random
road
’ in
the
‘Pro
per
ties
ran
dom
road
’ fi
eld.
P
asse
d
4
Ch
ange
the
max
imu
m
curv
ature
of
the
ran
do
miz
e ro
ad
Type
the
max
imu
m c
urv
ature
in t
he
tex
t fi
eld a
fter
the
lab
el ’
Max
imu
m c
urv
ature
’ in
the
‘Pro
per
ties
ran
dom
road
’ fi
eld.
P
asse
d
5
Cre
ate
ran
do
miz
ed r
oad
C
lick
the
‘Cre
ate
road
’ butt
on.
A r
oad
wit
h r
and
om
ized
geo
met
ries
wil
l ap
pea
r in
th
e
Vie
win
g p
anel
and
in
th
e R
oad
tre
e to
th
e le
ft o
n t
he
scre
en.
Pas
sed
Tes
t 10:
A f
un
ctio
n t
o s
ave
xo
dr
file
.
Tes
t
step
ID
Tes
t D
escr
ipti
on
T
est
step
E
xp
ecte
d r
esu
lt
Tes
t
resu
lt
1
Cre
ate
a ro
ad
Sam
e as
Tes
t 9
.
P
asse
d
2
Op
en s
ave
file
win
do
w
Cli
ck ‘
Fil
e’ o
n t
he
men
u b
ar a
nd ‘
Sav
e’ i
n t
he
‘Fil
e’
men
u.
The
‘Sav
e fi
le’
win
do
w w
ill
op
en.
Pas
sed
3
Ch
oo
se n
ame
and
sav
e T
ype
the
nam
e of
the
new
fil
e an
d c
lick
‘S
ave’
. (o
pen
file
to v
erif
y).
The
road
wil
l be
saved
as
xo
dr
un
der
th
e ch
ose
n n
ame
and
ad
dre
ss.
Pas
sed
ViP
PM
2016
-3
51
Tes
t 11:
xodr
file
ru
nn
able
on
tes
t ed
itio
n o
f V
isir
.
Tes
t
step
ID
Tes
t D
escr
ipti
on
T
est
step
E
xp
ecte
d r
esu
lt
Tes
t
resu
lt
1
Cre
ate
a ro
ad
Sam
e as
Tes
t 9
.
Pas
sed
2
Ad
d m
ater
ial
to t
he
left
lan
e
To a
dd m
ater
ials
to t
he
left
lan
e, g
o t
o t
he
‘Road
tre
e’
on
the
left
. S
elec
t ‘L
ane
0’
(Road
-> R
oad
0->
Road
lane
sect
ion
->L
eft
lanes
->L
ane
0).
Open
the
‘Cre
ate
road
tab
’ an
d c
lick
the
‘Set
lan
e
mat
eria
l’.
Set
surf
ace
nam
e in
the
right-
side
men
u.
Wh
en ‘
Lan
e 0
’ is
sel
ecte
d t
he
‘Set
lan
e m
ater
ial’
butt
on
wil
l be
enab
led
. C
lick
ing t
his
butt
on w
ill
gen
erat
e a
new
sec
tio
n u
nder
th
e ta
b ‘
Lan
e 0
’->
’Lan
e
mat
eria
l’ c
alle
d ‘
Lan
e m
ater
ial
0’
in t
he
‘Ro
ad t
ree’
.
This
wil
l al
so s
ho
w t
he
Lan
e se
ttin
gs
men
u o
n t
he
righ
t
sid
e o
f th
e ed
ito
r. T
hes
e se
ttin
gs
incl
ud
e a
textf
ield
fo
r
edit
ing t
he
road
surf
ace.
Pas
sed
3
Ad
d m
ater
ial
to t
he
cen
tre
lan
e.
To a
dd m
ater
ials
to t
he
left
lan
e, g
o t
o t
he
‘Road
tre
e’
on
the
left
. S
elec
t ‘L
ane
0’
(Road
-> R
oad
0->
Road
lane
sect
ion
->C
ente
r la
nes
->L
ane
0).
Open
the
‘Cre
ate
road
tab
’ an
d c
lick
the
‘Set
lan
e
mat
eria
l’.
Set
surf
ace
nam
e in
the
right-
side
men
u.
Wh
en ‘
Lan
e 0
’ is
sel
ecte
d t
he
‘Set
lan
e m
ater
ial’
butt
on
wil
l be
enab
led
. C
lick
ing t
his
butt
on w
ill
gen
erat
e a
new
sec
tio
n u
nder
th
e ta
b ‘
Lan
e 0
’->
’Lan
e
mat
eria
l’ c
alle
d ‘
Lan
e m
ater
ial
0’
in t
he
‘Ro
ad t
ree’
.
This
wil
l al
so s
ho
w t
he
Lan
e se
ttin
gs
men
u o
n t
he
righ
t
sid
e o
f th
e ed
ito
r. T
hes
e se
ttin
gs
incl
ud
e a
textf
ield
fo
r
edit
ing t
he
road
surf
ace.
Pas
sed
4
Ad
d m
ater
ial
to t
he
righ
t
lan
e
To a
dd m
ater
ials
to t
he
left
lan
e, g
o t
o t
he
‘Road
tre
e’
on
the
left
. S
elec
t ‘L
ane
0’
(Road
-> R
oad
0->
Road
lane
sect
ion
->R
ight
lanes
->L
ane
0).
Open
the
‘Cre
ate
road
tab
’ an
d c
lick
the
‘Set
lan
e
mat
eria
l’.
Set
surf
ace
nam
e in
the
right-
side
men
u.
Wh
en ‘
Lan
e 0
’ is
sel
ecte
d t
he
‘Set
lan
e m
ater
ial’
butt
on
wil
l be
enab
led
. C
lick
ing t
his
butt
on w
ill
gen
erat
e a
new
sec
tio
n u
nder
th
e ta
b ‘
Lan
e 0
’->
’Lan
e
mat
eria
l’ c
alle
d ‘
Lan
e m
ater
ial
0’
in t
he
‘Ro
ad t
ree’
.
This
wil
l al
so s
ho
w t
he
Lan
e se
ttin
gs
men
u o
n t
he
righ
t
sid
e o
f th
e ed
ito
r. T
hes
e se
ttin
gs
incl
ud
e a
textf
ield
fo
r
edit
ing t
he
road
surf
ace.
Pas
sed
5
Ad
d p
aths
to n
eces
sary
reso
urc
e fi
les
Wri
te d
irec
tly i
nto
xodr
file
usi
ng <
use
rdat
a co
de=
val
ue=
type=
>.
P
asse
d
6
Ru
n V
isir
R
un v
isir
.exe.
R
oad
is
sho
win
g i
n V
isir
. P
asse
d
www.vipsimulation.se
ViPVirtual Prototyping and Assessment by Simulation
ViP is a joint initiative for development and application of driving simulator methodology with a focus on the interaction between humans and technology (driver and vehicle and/or traffic environment). ViP aims at unifying the extended but distributed Swedish competence in the field of transport related real-time simulation by building and using a common simulator platform for extended co-operation, competence development and knowledge transfer. Thereby strengthen Swedish competitiveness and support prospective and efficient (costs, lead times) innovation and product development by enabling to explore and assess future vehicle and infrastructure solutions already today.
Centre of Excellence at VTI funded by Vinnova and ViP partners
VTI, Scania, Volvo Trucks, Volvo Cars, Swedish Transport Administration, Dynagraph, Empir, HiQ, SmartEye, Swedish Road Marking Association
Olaus Magnus väg 35, SE-581 95 Linköping, Sweden – Phone +46 13 204000