Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Hierarchical image caching for accelerated walkthroughs of complex environments
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Optimization of mesh locality for transparent vertex caching
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
ACM SIGGRAPH 2003 Papers
Geometry clipmaps: terrain rendering using nested regular grids
ACM SIGGRAPH 2004 Papers
Real-time relief mapping on arbitrary polygonal surfaces
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Silhouette maps for improved texture magnification
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
GoLD: interactive display of huge colored and textured models
ACM SIGGRAPH 2005 Papers
Multi-level ray tracing algorithm
ACM SIGGRAPH 2005 Papers
Dynamic parallax occlusion mapping with approximate soft shadows
I3D '06 Proceedings of the 2006 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
Image-based procedural modeling of facades
ACM SIGGRAPH 2007 papers
Fast triangle reordering for vertex locality and reduced overdraw
ACM SIGGRAPH 2007 papers
Factoring repeated content within and among images
ACM SIGGRAPH 2008 papers
Interactive visual editing of grammars for procedural architecture
ACM SIGGRAPH 2008 papers
ACM SIGGRAPH Asia 2008 papers
Compressed Facade Displacement Maps
IEEE Transactions on Visualization and Computer Graphics
Interactive rendering with arbitrary BRDFs using separable approximations
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Render-time procedural per-pixel geometry generation
Proceedings of Graphics Interface 2011
Reconstructing and exploring massive detailed cityscapes
VAST'11 Proceedings of the 12th International conference on Virtual Reality, Archaeology and Cultural Heritage
Using multi-agent systems for constraint-based modeling
Proceedings of the 28th Spring Conference on Computer Graphics
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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In this paper we propose a real-time rendering approach for procedural cities. Our first contribution is a new lightweight grammar representation that compactly encodes facade structures and allows fast per-pixel access. We call this grammar F-shade. Our second contribution is a prototype rendering system that renders an urban model from the compact representation directly on the GPU. Our suggested approach explores an interesting connection from procedural modeling to real-time rendering. Evaluating procedural descriptions at render time uses less memory than the generation of intermediate geometry. This enables us to render large urban models directly from GPU memory.