• Corpus ID: 44008874

Mapping A new technique for rendering realistic buildings

  title={Mapping A new technique for rendering realistic buildings},
  author={Joost van Dongen},
Interior Mapping is a new real-time shader technique that renders the interior of a building when looking at it from the outside, without the need to actually model or store this interior. With Interior Mapping, raycasting in the pixel shader is used to calculate the positions of floors and walls behind the windows. Buildings are modelled in the same way as without Interior Mapping and are rendered on the GPU. The number of rooms rendered does not influence the framerate or memory usage. The… 

Procedural window lighting effects for real-time city rendering

A new method for procedurally generating window lighting and building interior effects for real-time rendering of city scenes using a large-scale 3D city data set and a simple texture parameterization scheme in the building models is presented.


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.

View‐Dependent Realtime Rendering of Procedural Facades with High Geometric Detail

An algorithm for realtime rendering of large‐scale city models with procedurally generated facades with major challenges arising from the fact that geometric details belonging to a facade can be visible even if the base polygon of the facade itself is not visible is proposed.



Ray‐Casted BlockMaps for Large Urban Models Visualization

This work illustrates an efficient output‐sensitive framework in which a visibility‐aware traversal of the hierarchy renders components close to the viewer with textured polygons and employs BlockMaps for far away geometry, which provides a bounded size far distance representation of cities.

Hierarchical geometric models for visible surface algorithms

The geometric structure inherent in the definition of the shapes of three-dimensional objects and environments is used not just to define their relative motion and placement, but also to assist in

Generalized Displacement Maps

A real-time algorithm to render the rich visual effects of general non-height-field geometric details, known as mesostructure, is introduced based on a five-dimensional generalized displacement map (GDM), which enables both control of texture distortion and efficient computation of texture coordinates and shadowing.

Pyramidal parametrics

This paper advances a “pyramidal parametric” prefiltering and sampling geometry which minimizes aliasing effects and assures continuity within and between target images.

The ray engine

This GPU ray-intersection implementation reconfigures the geometry engine into a ray engine that efficiently intersects caches of rays for a wide variety of host-based rendering tasks, including ray tracing, path tracing, form factor computation, photon mapping, subsurface scattering and general visibility processing.

Procedural modeling of buildings

CGA shape is shown to efficiently generate massive urban models with unprecedented level of detail, with the virtual rebuilding of the archaeological site of Pompeii as a case in point.

Simulation of wrinkled surfaces

  • J. Blinn
  • Computer Science
    SIGGRAPH '78
  • 1978
A method of using a texturing function to perform a small perturbation on the direction of the surface normal before using it in the intensity calculations yields images with realistic looking surface wrinkles without the need to model each wrinkle as a separate surface element.

Shadows for bump-mapped surfaces

Bump mapping produces realistic shading by perturbing normal vectors to a surface, but does not show the shadows that the bumps cast on nearby parts of the same surface. In this paper, these shadows

The GeForce 6 series GPU architecture

This chapter describes the architecture of the GeForce 6 Series GPUs from NVIDIA, which owe their formidable computational power to their ability to take advantage of computational and communications trends in microprocessing.

Instant architecture

A new method for the automatic modeling of architecture using split grammars, a new type of parametric set grammar based on the concept of shape, which offers the flexibility required to model buildings using a large variety of different styles and design ideas.