Visual navigation of large environments using textured clusters
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Continuous level-of-detail modeling of buildings in 3D city models
Proceedings of the 13th annual ACM international workshop on Geographic information systems
Hardware-accelerated global illumination by image space photon mapping
Proceedings of the Conference on High Performance Graphics 2009
Optimal and topologically safe simplification of building footprints
Proceedings of the 18th SIGSPATIAL International Conference on Advances in Geographic Information Systems
Interactive visualization of multi-resolution urban building models considering spatial cognition
International Journal of Geographical Information Science
Point-based impostors for real-time visualization
EGWR'01 Proceedings of the 12th Eurographics conference on Rendering
Interactive remote exploration of massive cityscapes
VAST'09 Proceedings of the 10th International conference on Virtual Reality, Archaeology and Cultural Heritage
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Real time rendering of cities with realistic global illumination is still an open problem. In this paper we propose a two-step algorithm to simulate the nocturnal illumination of a city. The first step computes an approximate aerial solution using simple textured quads for each street light. The second step uses photon mapping to locally compute the global illumination coming from light sources close to the viewer. Then, we transfer the local, high-quality solution to the low resolution buffers used for aerial views, refining it with accurate information from the local simulation. Our approach achieves real time frame rates in commodity hardware.