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GPU Shape Grammars

Jean-Eudes Marvie, Cyprien Buron, Pascal Gautron, Patrice Hirtzlin, Gael Sourimant
Technicolor
Pacific Graphics, Volume 31, Number 7, 2012

@article{marvie2012gpu,

   title={GPU Shape Grammars},

   author={Marvie, J.E. and Buron, C. and Gautron, P. and Hirtzlin, P. and Sourimant, G.},

   year={2012}

}

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GPU Shape Grammars provide a solution for interactive procedural generation, tuning and visualization of massive environment elements for both video games and production rendering. Our technique generates detailed models without explicit geometry storage. To this end we reformulate the grammar expansion for generation of detailed models at the tesselation control and geometry shader stages. Using the geometry generation capabilities of modern graphics hardware, our technique generated massive, highly detailed models. GPU Shape Grammars integrate within a scalable framework by introducing automatic generation of levels of detail at reduced cost. We apply our solution for interactive generation and rendering of scenes containing thousands of buildings and trees.
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