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dc.contributor.authorMarvie, Jean-Eudesen_US
dc.contributor.authorBuron, Cyprienen_US
dc.contributor.authorGautron, Pascalen_US
dc.contributor.authorHirtzlin, Patriceen_US
dc.contributor.authorSourimant, Gaëlen_US
dc.contributor.editorC. Bregler, P. Sander, and M. Wimmeren_US
dc.date.accessioned2015-02-28T08:13:56Z
dc.date.available2015-02-28T08:13:56Z
dc.date.issued2012en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2012.03201.xen_US
dc.description.abstractGPU Shape Grammars provide a solution for interactive procedural generation, tuning and visualization of massive environment elements for both video games and production rendering. Our technique generates detailed models without explicit geometry storage. To this end we reformulate the grammar expansion for generation of detailed models at the tesselation control and geometry shader stages. Using the geometry generation capabilities of modern graphics hardware, our technique generated massive, highly detailed models. GPU Shape Grammars integrate within a scalable framework by introducing automatic generation of levels of detail at reduced cost. We apply our solution for interactive generation and rendering of scenes containing thousands of buildings and trees.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltd.en_US
dc.titleGPU Shape Grammarsen_US
dc.description.seriesinformationComputer Graphics Forumen_US


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  • 31-Issue 7
    Pacific Graphics 2012 - Special Issue

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