Abstract
Abstract. 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 patterns, and that combines those elements on-the-fly directly on the graphics card. The presented approach benefits from a sophisticated randomization approach that produces lots of different facades while the grammar description itself remains small. By using a ray casting apporach, we are able to trace through transparent windows revealing procedurally generated rooms which further contributes to the realism of the rendering. The presented method enables real time rendering of city models with a high level of detail for facades while still relying on a small memory footprint.
Highlights
1.1 MotivationVisualizing a highly detailed 3D city model in real time is a challenging task with lots of application scenarios in the industry like video games, 3D navigation or urban planning
This paper presents a method of generating procedural facade textures for high quality city visualizations on the GPU
The deferred rendering pipeline first renders important information to each pixel which initializes a fragment shader for the grammar evaluation on a per-pixel basis
Summary
Visualizing a highly detailed 3D city model in real time is a challenging task with lots of application scenarios in the industry like video games, 3D navigation or urban planning. Assuming that the variety of windows, doors and decorations can be represented by a small set of texture assets, we are able to compose complex facade structures in real time on the GPU (cf Figure 1). This approach enables a very high resolution which even allows realistic close-ups. Systems like Google Street View (GoogleStreetView, 2010) have to blur certain areas to preserve the privacy In this scenario, a procedural facade texture is a convenient alternative since it could reflect the semantic elements of a specific facade, but does not reveal the real details. Unimportant residential areas can be textured randomly with different existing facade styles to ensure a plausible visualization without any additional cost
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