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

Handle URI:
http://hdl.handle.net/10754/563530
Title:
On-the-fly generation and rendering of infinite cities on the GPU
Authors:
Steinberger, Markus; Kenzel, Michael; Kainz, Bernhard K.; Wonka, Peter ( 0000-0003-0627-9746 ) ; Schmalstieg, Dieter
Abstract:
In 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. © 2014 The Author(s) Computer Graphics Forum © 2014 The Eurographics Association and John Wiley & Sons Ltd. Published by John Wiley & Sons Ltd.
KAUST Department:
Computer, Electrical and Mathematical Sciences and Engineering (CEMSE) Division; Computer Science Program; Visual Computing Center (VCC)
Publisher:
Wiley-Blackwell
Journal:
Computer Graphics Forum
Issue Date:
May-2014
DOI:
10.1111/cgf.12315
Type:
Article
ISSN:
01677055
Sponsors:
This research was funded by the Austrian Science Fund (FWF): P23329.
Appears in Collections:
Articles; Computer Science Program; Visual Computing Center (VCC); Computer, Electrical and Mathematical Sciences and Engineering (CEMSE) Division

Full metadata record

DC FieldValue Language
dc.contributor.authorSteinberger, Markusen
dc.contributor.authorKenzel, Michaelen
dc.contributor.authorKainz, Bernhard K.en
dc.contributor.authorWonka, Peteren
dc.contributor.authorSchmalstieg, Dieteren
dc.date.accessioned2015-08-03T11:53:45Zen
dc.date.available2015-08-03T11:53:45Zen
dc.date.issued2014-05en
dc.identifier.issn01677055en
dc.identifier.doi10.1111/cgf.12315en
dc.identifier.urihttp://hdl.handle.net/10754/563530en
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. © 2014 The Author(s) Computer Graphics Forum © 2014 The Eurographics Association and John Wiley & Sons Ltd. Published by John Wiley & Sons Ltd.en
dc.description.sponsorshipThis research was funded by the Austrian Science Fund (FWF): P23329.en
dc.publisherWiley-Blackwellen
dc.titleOn-the-fly generation and rendering of infinite cities on the GPUen
dc.typeArticleen
dc.contributor.departmentComputer, Electrical and Mathematical Sciences and Engineering (CEMSE) Divisionen
dc.contributor.departmentComputer Science Programen
dc.contributor.departmentVisual Computing Center (VCC)en
dc.identifier.journalComputer Graphics Forumen
dc.contributor.institutionGraz University of Technology, Austriaen
kaust.authorWonka, Peteren
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