2014
DOI: 10.1111/cgf.12315
|View full text |Cite
|
Sign up to set email alerts
|

On‐the‐fly generation and rendering of infinite cities on the GPU

Abstract: Figure 1: Infinite cities with highly detailed, context-sensitive buildings can be generated in real-time on the GPU using a parallel shape grammar. The visible 28 km 2 of the city contain up to 47 000 buildings. In full detail, these buildings would expand to 240 million rules, producing 2 billion triangles. Generating an initial view with adaptive level of detail (7 million triangles) from scratch takes 500 ms. Exploiting frame-to-frame coherence, we update the geometry for successive frames in 50 ms on a st… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

0
17
0
2

Year Published

2014
2014
2023
2023

Publication Types

Select...
5
3

Relationship

0
8

Authors

Journals

citations
Cited by 28 publications
(19 citation statements)
references
References 40 publications
0
17
0
2
Order By: Relevance
“…Shape grammars have also been modified to run on massively parallel architectures. A GPU-based shape grammar algorithm was created by [27] in order to create infinitely large cityscapes. They utilised the parallel algorithm found in [28] and a set of rules to generate geometry for realistically planned cities.…”
Section: Rule-based Procedural Generationmentioning
confidence: 99%
See 1 more Smart Citation
“…Shape grammars have also been modified to run on massively parallel architectures. A GPU-based shape grammar algorithm was created by [27] in order to create infinitely large cityscapes. They utilised the parallel algorithm found in [28] and a set of rules to generate geometry for realistically planned cities.…”
Section: Rule-based Procedural Generationmentioning
confidence: 99%
“…This makes the assumption that the entirety of the geometry data is available for rendering, if it is required. One of the concepts [27] introduced was their method of visibility pruning. This completely skipped evaluation of any rules that would create buildings outside the view frustum of the current camera, eliminating the generation of any redundant geometry and reducing GPU memory usage.…”
Section: Rule-based Procedural Generationmentioning
confidence: 99%
“…Recent work by MARKUS STEINBERGER et al shows how to overcome this problem in a GPU implementation [47]. Furthermore, the same authors presented methods to interactively generate and render only the visible part of a procedural scene using procedural occlusion culling and the level of detail [48].…”
Section: Shape Grammarsmentioning
confidence: 99%
“…Recent work by MARKUS STEINBERGER et al (2014) shows how to overcome this problem in an GPU implementation. Furthermore, the same authors presented methods to interactively generate and render only the visible part of a procedural scene using procedural occlusion culling and level of detail (Steinberger et al, 2014b) The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, Volume XL-5/W4, 2015 3D Virtual Reconstruction and Visualization of Complex Architectures, 25-27 February 2015, Avila, Spain…”
Section: Split Grammarsmentioning
confidence: 99%