Grammar-based Encoding of Facades.

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Title: Grammar-based Encoding of Facades.
Authors: Haegler, Simon1, Wonka, Peter2, Arisona, Stefan Müller1,3, Van Gool, Luc1,4, Müller, Pascal3
Source: Computer Graphics Forum. Jun2010, Vol. 29 Issue 4, p1479-1487. 9p. 2 Color Photographs, 4 Diagrams, 3 Charts, 1 Graph.
Subjects: Real-time rendering (Computer graphics), Interactive computer graphics, Virtual reality, Cities & towns, Prototypes, Graphics processing units
Abstract: In this paper we propose a real-time rendering approach for procedural cities. Our first contribution is a new lightweight grammar representation that compactly encodes facade structures and allows fast per-pixel access. We call this grammar F-shade. Our second contribution is a prototype rendering system that renders an urban model from the compact representation directly on the GPU. Our suggested approach explores an interesting connection from procedural modeling to real-time rendering. Evaluating procedural descriptions at render time uses less memory than the generation of intermediate geometry. This enables us to render large urban models directly from GPU memory. [ABSTRACT FROM AUTHOR]
Copyright of Computer Graphics Forum is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Database: Engineering Source
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  Data: <searchLink fieldCode="JN" term="%22Computer+Graphics+Forum%22">Computer Graphics Forum</searchLink>. Jun2010, Vol. 29 Issue 4, p1479-1487. 9p. 2 Color Photographs, 4 Diagrams, 3 Charts, 1 Graph.
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  Data: <searchLink fieldCode="DE" term="%22Real-time+rendering+%28Computer+graphics%29%22">Real-time rendering (Computer graphics)</searchLink><br /><searchLink fieldCode="DE" term="%22Interactive+computer+graphics%22">Interactive computer graphics</searchLink><br /><searchLink fieldCode="DE" term="%22Virtual+reality%22">Virtual reality</searchLink><br /><searchLink fieldCode="DE" term="%22Cities+%26+towns%22">Cities & towns</searchLink><br /><searchLink fieldCode="DE" term="%22Prototypes%22">Prototypes</searchLink><br /><searchLink fieldCode="DE" term="%22Graphics+processing+units%22">Graphics processing units</searchLink>
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  Data: In this paper we propose a real-time rendering approach for procedural cities. Our first contribution is a new lightweight grammar representation that compactly encodes facade structures and allows fast per-pixel access. We call this grammar F-shade. Our second contribution is a prototype rendering system that renders an urban model from the compact representation directly on the GPU. Our suggested approach explores an interesting connection from procedural modeling to real-time rendering. Evaluating procedural descriptions at render time uses less memory than the generation of intermediate geometry. This enables us to render large urban models directly from GPU memory. [ABSTRACT FROM AUTHOR]
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  Data: <i>Copyright of Computer Graphics Forum is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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        Value: 10.1111/j.1467-8659.2010.01745.x
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      – Code: eng
        Text: English
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              Text: Jun2010
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