Design patterns for object-oriented software development
Design patterns for object-oriented software development
Advances in knowledge discovery and data mining
Advances in knowledge discovery and data mining
SUSAN—A New Approach to Low Level Image Processing
International Journal of Computer Vision
Computational geometry: algorithms and applications
Computational geometry: algorithms and applications
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Modeling and visualizing the cultural heritage data set of Graz
Proceedings of the 2001 conference on Virtual reality, archeology, and cultural heritage
Real-Time Rendering of Densely Populated Urban Environments
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Fast Triangulation of Simple Polygons
Proceedings of the 1983 International FCT-Conference on Fundamentals of Computation Theory
VUEMS: A Virtual Urban Environment Modeling System
CGI '97 Proceedings of the 1997 Conference on Computer Graphics International
ACM SIGGRAPH 2003 Papers
Geopostors: a real-time geometry / impostor crowd rendering system
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Interactive visual editing of grammars for procedural architecture
ACM SIGGRAPH 2008 papers
Simulating crowd phenomena in African markets
Proceedings of the 6th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
Hierarchical Approach for Fast and Efficient Collision Detection in Urban Simulation
IVIC '09 Proceedings of the 1st International Visual Informatics Conference on Visual Informatics: Bridging Research and Practice
Populating ancient pompeii with crowds of virtual romans
VAST'07 Proceedings of the 8th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
Hi-index | 0.00 |
This paper presents a new approach for real-time generation of 3D virtual cities. The main goal is to provide of a generic framework which support semi-automatic creation, manage-ment, and visualization of urban complex environments for virtual human simulation, called virtual urban life (VUL). It intends to minimize efforts of designers in the modeling of complex and huge environments. A versatile multi-level data model has been developed to support data management and visualization in an efficient way. Moreover, a polygon partitioning algorithm addresses the city allotment problem in an automatic way, according to input parameters and constraints. In addition, we discuss some results of virtual populated city simulations developed with proposed frame-work.