Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Real-time visualization of scalably large collections of heterogeneous objects (case study)
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Real-Time Rendering
Rendering of large and complex urban environments for real time heritage reconstructions
Proceedings of the 2001 conference on Virtual reality, archeology, and cultural heritage
Terrain Simplification Simplified: A General Framework for View-Dependent Out-of-Core Visualization
IEEE Transactions on Visualization and Computer Graphics
From Urban Terrain Models to Visible Cities
IEEE Computer Graphics and Applications
ACM SIGGRAPH 2003 Papers
Approaches to Large-Scale Urban Modeling
IEEE Computer Graphics and Applications
Mobile, hardware-accelerated urban 3D maps in 3G networks
Proceedings of the twelfth international conference on 3D web technology
Texture classification for 3D urban map
Journal on Image and Video Processing
Applying Cellular Automata and DEVS Methodologies to Digital Games: A Survey
Simulation and Gaming
Representing multiple levels for objects in three-dimensional GIS model
Proceedings of the 13th International Conference on Information Integration and Web-based Applications and Services
Semantic visualization of 3D urban environments
Multimedia Tools and Applications
A compact random-access representation for urban modeling and rendering
ACM Transactions on Graphics (TOG)
NightLighting: a nocturnal urban illumination approach
UDMV '13 Proceedings of the Eurographics Workshop on Urban Data Modelling and Visualisation
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This paper introduces a concept for representing and modeling buildings in GIS at continuous levels of quality. Buildings are essential objects of virtual 3D city models, which serve as platforms for integrated, urban geoinformation. Existing concepts for the representation of buildings are restricted to a specific level-of-quality such as block models, roof-including models, architectural models, and indoor virtual reality models. The continuous level-of-quality approach unifies the representation of heterogeneous sets of buildings, which occur in most virtual 3D city models. It also leads to a systematic method for the incremental refinement of buildings - an important requirement of the long-term management of virtual city models. In our concept, a building's geometry is structured on a per-floor basis; each floor refers to a floor prototype, which is defined by a ground plan, walls, and wall segments. To specify the appearance projective textures across floors and textures per wall segment are supported. Application-specific data can be associated similar to appearance information. These few components already allow us to express efficiently most common building features. Furthermore, the approach seamlessly integrates into CityGML, an upcoming standard for virtual city model data.