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dc.contributor.authorSteinberger, Markusen_US
dc.contributor.authorKenzel, Michaelen_US
dc.contributor.authorKainz, Bernharden_US
dc.contributor.authorWonka, Peteren_US
dc.contributor.authorSchmalstieg, Dieteren_US
dc.contributor.editorB. Levy and J. Kautzen_US
dc.date.accessioned2015-03-03T12:26:37Z
dc.date.available2015-03-03T12:26:37Z
dc.date.issued2014en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12315en_US
dc.description.abstractIn this paper, we present a new approach for shape-grammar-based generation and rendering of huge cities in real-time on the graphics processing unit (GPU). Traditional approaches rely on evaluating a shape grammar and storing the geometry produced as a preprocessing step. During rendering, the pregenerated data is then streamed to the GPU. By interweaving generation and rendering, we overcome the problems and limitations of streaming pregenerated data. Using our methods of visibility pruning and adaptive level of detail, we are able to dynamically generate only the geometry needed to render the current view in real-time directly on the GPU. We also present a robust and efficient way to dynamically update a scene s derivation tree and geometry, enabling us to exploit frame-to-frame coherence. Our combined generation and rendering is significantly faster than all previous work. For detailed scenes, we are capable of generating geometry more rapidly than even just copying pregenerated data from main memory, enabling us to render cities with thousands of buildings at up to 100 frames per second, even with the camera moving at supersonic speed.en_US
dc.publisherThe Eurographics Association and John Wiley and Sons Ltd.en_US
dc.titleOn-the-fly Generation and Rendering of Infinite Cities on the GPUen_US
dc.description.seriesinformationComputer Graphics Forumen_US


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