The real time rendering of complex virtual city models has become more important in the last few years for many practical applications like realistic navigation or urban planning. For maximum rendering performance, the complexity of the geometry or textures can be reduced by decreasing the resolution until the data set can fully reside on the memory of the graphics card. This typically results in a low quality of the virtual city model. Alternatively, a streaming algorithm can load the high quality data set from the hard drive. However, this approach requires a large amount of persistent storage providing several gigabytes of static data. We present a system that uses a texture atlas containing atomic tiles like windows, doors or wall patte...
Figure 1. Solid texture coordinates stored as vertex colors of a model (a) are rasterized into a tex...
Numerous real-time applications such computer games or flight simulators require non-repetitive high...
Realistic rendering of 3D graphics scenes often requires large amounts of data and processing. High ...
In this paper we propose a real-time rendering approach for procedural cities. Our first contributio...
We present an algorithm for realtime rendering of large-scale city models with procedurally generate...
In this paper a novel technique is presented for representing a building façade's visual appearance ...
In this paper a novel technique is presented for representing a building façade's visual appearance ...
Many methods exist for automatically generating three dimensional models of urban environments at va...
Many methods exist for automatically generating three dimensional models of urban environments at va...
Figure 1: Per-pixel generation of procedural facade details: we propose a compact and generic soluti...
The reconstruction of 3D city models has matured to the point where large data sets are now availabl...
Figure 1: Per-pixel generation of procedural facade details: we propose a compact and generic soluti...
In computer graphics, the goal of photorealistic rendering algorithms is to create con-vincing image...
This paper describes an innovation in the field of texture creation for the construction of Visually...
There is an increased interest in the efficient creation of city models, be it virtual or as-built. ...
Figure 1. Solid texture coordinates stored as vertex colors of a model (a) are rasterized into a tex...
Numerous real-time applications such computer games or flight simulators require non-repetitive high...
Realistic rendering of 3D graphics scenes often requires large amounts of data and processing. High ...
In this paper we propose a real-time rendering approach for procedural cities. Our first contributio...
We present an algorithm for realtime rendering of large-scale city models with procedurally generate...
In this paper a novel technique is presented for representing a building façade's visual appearance ...
In this paper a novel technique is presented for representing a building façade's visual appearance ...
Many methods exist for automatically generating three dimensional models of urban environments at va...
Many methods exist for automatically generating three dimensional models of urban environments at va...
Figure 1: Per-pixel generation of procedural facade details: we propose a compact and generic soluti...
The reconstruction of 3D city models has matured to the point where large data sets are now availabl...
Figure 1: Per-pixel generation of procedural facade details: we propose a compact and generic soluti...
In computer graphics, the goal of photorealistic rendering algorithms is to create con-vincing image...
This paper describes an innovation in the field of texture creation for the construction of Visually...
There is an increased interest in the efficient creation of city models, be it virtual or as-built. ...
Figure 1. Solid texture coordinates stored as vertex colors of a model (a) are rasterized into a tex...
Numerous real-time applications such computer games or flight simulators require non-repetitive high...
Realistic rendering of 3D graphics scenes often requires large amounts of data and processing. High ...