Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
ACM SIGGRAPH 2003 Papers
Proceedings of the 2003 Eurographics/ACM SIGGRAPH symposium on Geometry processing
Proceedings of the 2003 Eurographics/ACM SIGGRAPH symposium on Geometry processing
Remote Interactive Walkthrough of City Models
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Real-time relief mapping on arbitrary polygonal surfaces
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Procedural modeling of buildings
ACM SIGGRAPH 2006 Papers
Rendering geometry with relief textures
GI '06 Proceedings of Graphics Interface 2006
A GPU based interactive modeling approach to designing fine level features
GI '07 Proceedings of Graphics Interface 2007
Interactive visual editing of grammars for procedural architecture
ACM SIGGRAPH 2008 papers
Compressed Facade Displacement Maps
IEEE Transactions on Visualization and Computer Graphics
Grammar-based encoding of facades
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Reconstructing and exploring massive detailed cityscapes
VAST'11 Proceedings of the 12th International conference on Virtual Reality, Archaeology and Cultural Heritage
Computer Graphics Forum
Multi-scale Assemblage for Procedural Texturing
Computer Graphics Forum
A compact random-access representation for urban modeling and rendering
ACM Transactions on Graphics (TOG)
Challenges in procedural modeling of buildings
UDMV '13 Proceedings of the Eurographics Workshop on Urban Data Modelling and Visualisation
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We introduce procedural geometry mapping and ray-dependent grammar development for fast and scalable render-time generation of procedural geometric details on graphics hardware. By leveraging the properties of the widely used split grammars, we replace geometry generation by lazy per-pixel grammar development. This approach drastically reduces the memory costs while implicitly concentrating the computations on objects spanning large areas in image space. Starting with a building footprint, the bounding volume of each facade is projected towards the viewer. For each pixel we lazily develop the grammar describing the facade and intersect the potentially visible split rules and terminal shapes. Further geometric details are added using normal and relief mapping in terminal space. Our approach also supports the computation of per-pixel self shadowing on facades for high visual quality. We demonstrate interactive performance even when generating and tuning large cityscapes comprising thousands of facades. The method is generalized to arbitrary mesh-based shapes to provide full artistic control over the generation of the procedural elements, making it also usable outside the context of urban modeling.