Annotations and References:

1.	Kelly, G. and McCabe, H., 2006. A survey of procedural techniques for city generation. In ITB Journal, Issue 14.Available from : http://www.gamesitb.com/SurveyProcedural.pdf [Accessed 10 May 2010].
            The authors did a survey on the existing procedural city generation techniques like grid layout technique, L-Systems, template based generation, agent based simulation, split grammars etc. Advantages and disadvantages of every technique are discussed.

2.Kelly, G. and McCabe, H., 2007. CityGen: An interactive system for procedural city generation. In fifth international conference on game design and technology,pages 8 -16.
          
            The authors proposed a method for generating roads procedurally for a user interactive system called as CityGen. They developed many techniques like Sampling technique, Minimum Cycle Basis for generation of the roads.

3.Lechner, T. Watson, B. Wilensky, U and Felsen, M.,2004. Procedural modelling of land use in cities. Technical report. Evanston, IL: North western University. Available from : http://ccl.northwestern.edu/papers/ProceduralCityMod.pdf   [Accessed 11 May 2010].
        
            The authors proposed a method called as Agent based simulation which is used for procedural generation of roads. Two kinds of agents called as extenders and connectors are responsible for generation of the road growth on the input terrain map which user gives.

4.Rudzicz, N. and Verbrugge, C., 2008.An iterated subdivision algorithm for procedural road plan generation. Available from : http://gram.cs.mcgill.ca/papers/rudzicz-08-iterated.pdf
 [Accessed 11 May 2010].
  
         The authors proposed a method called as iterated subdivisions which generates arbitrary and Manhattan styled roads by subdividing a given polygon in lots of iterations. The resultant lines formed after subdividing the polygon are used as roads.A simple and straightforward algorithm for generating roads.

5. Sun, J. Yu, X. Baciu, G. and  Green, M., 2002. Template based generation of road networks for virtual reality software and technology (Hong Kong, China, November 11-13, 2002). VRST'02. ACM, Newyork, NY, 33-40.

                    The authors proposed a method called as “Template based road generation” in order to create roads procedurally for cities. They have used many algorithms in order to generate the roads precisely on the map which the user gives as input by using 4 different patterns. Avoiding roads on illegal areas is well described.

6.Teoh, S. 2007 . Autopolis:Allowing user influence in automatic creation of realistic cities. In proceedings of the 3rd international symposium on visual computing(ISVC'07), PAGES 118-129.
 
        The author proposed a method called as Autopolis which generates roads procedurally for cities. The development process of roads is mainly divided in to generation of freeways, major roads, minor roads, suburban roads.

7.	Teoh, S. 2008. Algorithms for automatic generation of urban streets and buildings. Available from : http://www.cs.sjsu.edu/~teoh/research/papers/CGVR08_city.pdf [Accessed 12 May 2010].
        
        The author explained how exactly a technique called as Autopolis is used in generating procedural cities. The technique provided a very good reference for my idea of road generation.

8.	Side Effects Software. Houdini. 2010. Available from: http://www.sidefx.com/
        
        Software that is widely being used in order to create visual effects and procedural effects.