Figure 1: With our parallel approach to procedural architecture, large cities can be generated in less than a second on the GPU. The city overview shows a scene with 38 000 low-detail buildings generated in 290ms (left). The 520 buildings in the skyscraper scene consist of 1.5 million terminal shapes evaluating to 8 million vertices and 4 million triangles, all generated in 120ms (center). The highly detailed skyscrapers are built using context-sensitive rules, to, e. g., avoid overlapping balconies (right). In this paper, we present a novel approach for the parallel evaluation of procedural shape grammars on the graphics processing unit (GPU). Unlike previous approaches that are either limited in the kind of shapes they allow, the amount o...
Figure 1: This figure shows the application of CGA shape, a novel shape grammar for the procedural m...
Figure 1: GPU roof grammars allow for efficient modeling of complex roof structures. Note that gutte...
In this paper we propose a real-time rendering approach for procedural cities. Our first contributio...
Figure 1: With our parallel approach to procedural architecture, large cities can be generated in le...
Figure 1: Infinite cities with highly detailed, context-sensitive buildings can be generated in real...
Figure 1: We introduce a novel approach to GPU-based interactive procedural generation of the consti...
Figure 1: Infinite cities with highly detailed, context-sensitive buildings can be generated in real...
Figure 1: Per-pixel generation of procedural facade details: we propose a compact and generic soluti...
Figure 1: Per-pixel generation of procedural facade details: we propose a compact and generic soluti...
Due to growing demand for computer generated graphi-cal content, procedural modeling has become an i...
Figure 1: (a,b) Two scenes generated and rendered with our system using on-mesh procedural extrusion...
texture marching approach allows to interactively control an expansion grammar over any parametrized...
As multimedia such as games and movies grow, so does the need for content. Textures, 3D models, expa...
As multimedia such as games and movies grow, so does the need for content. Textures, 3D models, expa...
texture marching approach allows to interactively control an expansion grammar over any parametrized...
Figure 1: This figure shows the application of CGA shape, a novel shape grammar for the procedural m...
Figure 1: GPU roof grammars allow for efficient modeling of complex roof structures. Note that gutte...
In this paper we propose a real-time rendering approach for procedural cities. Our first contributio...
Figure 1: With our parallel approach to procedural architecture, large cities can be generated in le...
Figure 1: Infinite cities with highly detailed, context-sensitive buildings can be generated in real...
Figure 1: We introduce a novel approach to GPU-based interactive procedural generation of the consti...
Figure 1: Infinite cities with highly detailed, context-sensitive buildings can be generated in real...
Figure 1: Per-pixel generation of procedural facade details: we propose a compact and generic soluti...
Figure 1: Per-pixel generation of procedural facade details: we propose a compact and generic soluti...
Due to growing demand for computer generated graphi-cal content, procedural modeling has become an i...
Figure 1: (a,b) Two scenes generated and rendered with our system using on-mesh procedural extrusion...
texture marching approach allows to interactively control an expansion grammar over any parametrized...
As multimedia such as games and movies grow, so does the need for content. Textures, 3D models, expa...
As multimedia such as games and movies grow, so does the need for content. Textures, 3D models, expa...
texture marching approach allows to interactively control an expansion grammar over any parametrized...
Figure 1: This figure shows the application of CGA shape, a novel shape grammar for the procedural m...
Figure 1: GPU roof grammars allow for efficient modeling of complex roof structures. Note that gutte...
In this paper we propose a real-time rendering approach for procedural cities. Our first contributio...