Abstract—We describe an approach to render massive urban models. To prevent a memory transfer bottleneck, we propose to render the models from a compressed representation directly. Our solution is based on rendering crude building outlines as polygons and generating details by ray-tracing displacement maps in the fragment shader. We demonstrate how to compress a displacement map so that a decompression algorithm can selectively and quickly access individual entries in a fragment shader. Our prototype implementation shows how a massive urban model can be compressed by a factor of 85 and outperform a basic geometry-based renderer by a factor of 40 to 80 in rendering speed. Index Terms—Massive urban models, displacement mapping, real-time rend...
This paper describes a range of procedural techniques being developed to allow historic building sty...
This paper presents a layered animation framework which uses displacement maps for efficient represe...
The technological developments in the last century have carried us from a few pixels per screen to i...
In this paper, we present an efficient approach for the interactive rendering of large-scale urban m...
We present an algorithm for realtime rendering of large-scale city models with procedurally generate...
Conventional modeling techniques usually require large sets of primitives to represent real-world su...
The visualization of cities in real time has a lot of potential applications, from urban and emergen...
In this paper we propose a real-time rendering approach for procedural cities. Our first contributio...
Figure 1: Per-pixel generation of procedural facade details: we propose a compact and generic soluti...
Image-based rendering techniques are often the preferred choice to accelerate the exploration of mas...
Currently, you can find virtual worlds in many different forms. Computer games usually take place in...
The rapid and efficient creation of virtual environments has become a crucial part of virtual realit...
Figure 1: Per-pixel generation of procedural facade details: we propose a compact and generic soluti...
A virtual 3-dimension city model is a sophisticated application of geoinformatic systems as it repre...
In the past 20 years, several methods have been proposed for re-coding 3D models with a low-spatial-...
This paper describes a range of procedural techniques being developed to allow historic building sty...
This paper presents a layered animation framework which uses displacement maps for efficient represe...
The technological developments in the last century have carried us from a few pixels per screen to i...
In this paper, we present an efficient approach for the interactive rendering of large-scale urban m...
We present an algorithm for realtime rendering of large-scale city models with procedurally generate...
Conventional modeling techniques usually require large sets of primitives to represent real-world su...
The visualization of cities in real time has a lot of potential applications, from urban and emergen...
In this paper we propose a real-time rendering approach for procedural cities. Our first contributio...
Figure 1: Per-pixel generation of procedural facade details: we propose a compact and generic soluti...
Image-based rendering techniques are often the preferred choice to accelerate the exploration of mas...
Currently, you can find virtual worlds in many different forms. Computer games usually take place in...
The rapid and efficient creation of virtual environments has become a crucial part of virtual realit...
Figure 1: Per-pixel generation of procedural facade details: we propose a compact and generic soluti...
A virtual 3-dimension city model is a sophisticated application of geoinformatic systems as it repre...
In the past 20 years, several methods have been proposed for re-coding 3D models with a low-spatial-...
This paper describes a range of procedural techniques being developed to allow historic building sty...
This paper presents a layered animation framework which uses displacement maps for efficient represe...
The technological developments in the last century have carried us from a few pixels per screen to i...