QuickTime VR: an image-based approach to virtual environment navigation
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Continuous level-of-detail modeling of buildings in 3D city models
Proceedings of the 13th annual ACM international workshop on Geographic information systems
Procedural modeling of buildings
ACM SIGGRAPH 2006 Papers
Interactive landscape visualization using GPU ray casting
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Image-based procedural modeling of facades
ACM SIGGRAPH 2007 papers
Real-time smoke rendering using compensated ray marching
ACM SIGGRAPH 2008 papers
ACM SIGGRAPH Asia 2008 papers
Compressed Facade Displacement Maps
IEEE Transactions on Visualization and Computer Graphics
GigaVoxels: ray-guided streaming for efficient and detailed voxel rendering
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Image-based street-side city modeling
ACM SIGGRAPH Asia 2009 papers
SmartBoxes for interactive urban reconstruction
ACM SIGGRAPH 2010 papers
Interactive architectural modeling with procedural extrusions
ACM Transactions on Graphics (TOG)
Render-time procedural per-pixel geometry generation
Proceedings of Graphics Interface 2011
Structure-preserving retargeting of irregular 3D architecture
Proceedings of the 2011 SIGGRAPH Asia Conference
Adaptive partitioning of urban facades
Proceedings of the 2011 SIGGRAPH Asia Conference
Interactive Coherence-Based Façade Modeling
Computer Graphics Forum
Grammar-based encoding of facades
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Interactive smooth and curved shell mapping
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
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We propose a highly memory-efficient representation for modeling and rendering urban buildings composed predominantly of rectangular block structures, which can be used to completely or partially represent most modern buildings. With the proposed representation, the data size required for modeling most buildings is more than two orders of magnitude less than using the conventional mesh representation. In addition, it substantially reduces the dependency on conventional texture maps, which are not space-efficient for defining visual details of building facades. The proposed representation can be stored and transmitted as images and can be rendered directly without any mesh reconstruction. A ray-casting based shader has been developed to render buildings thus represented on the GPU with a high frame rate to support interactive fly-by as well as street-level walk-through. Comparisons with standard geometric representations and recent urban modeling techniques indicate the proposed representation performs well when viewed from a short and long distance.