Cities are popular settings for computer game
levels and flight simulators. The creation of a
vir... more Cities are popular settings for computer game levels and flight simulators. The creation of a virtual city model poses a distinct set of challenges to the designers. The design of a virtual city often starts with the creation of a road network. The road network subdivides the virtual space into smaller areas that are surrounded by streets. These areas can be further subdivided to create areas for buildings, parklands etc. We present a procedural approach to generate urban street networks for virtual cities in real-time on desktop computers with graphic accelerators. A street grid layout for the viewing area is generated based on local information and a small set of parameters. As users travel through the world the street grid is incrementally extended as needed. From the street grid, road geometry and lot shapes can be generated. The lot shapes can be used in a subsequent step to generate the content of the lot such as buildings. This approach facilitates the generation of extremely large cities consisting of lot shapes varying in size and shape.
International Conference in Central Europe on Computer Graphics and Visualization, 2002
The Sequenced Convex Subtraction (SCS) algorithm is a hardware based multi-pass image-space algor... more The Sequenced Convex Subtraction (SCS) algorithm is a hardware based multi-pass image-space algorithm for general purpose Constructive Solid Geometry (CSG) Rendering. Convex objects combined by volu- metric intersection, difference and union are rendered in real-time without b-rep pre-processing. OpenGL stencil and depth testing is used to determine the visible surface for each pixel on the screen. This paper introduces a
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware - HWWS '98, 1998
We present an improved z-buffer based CSG rendering algorithm, based on previous techniques using... more We present an improved z-buffer based CSG rendering algorithm, based on previous techniques using z-buffer parity based surface clipping. We show that while this type of algorithm has been reported as requiring O(
Cities are popular settings for computer game
levels and flight simulators. The creation of a
vir... more Cities are popular settings for computer game levels and flight simulators. The creation of a virtual city model poses a distinct set of challenges to the designers. The design of a virtual city often starts with the creation of a road network. The road network subdivides the virtual space into smaller areas that are surrounded by streets. These areas can be further subdivided to create areas for buildings, parklands etc. We present a procedural approach to generate urban street networks for virtual cities in real-time on desktop computers with graphic accelerators. A street grid layout for the viewing area is generated based on local information and a small set of parameters. As users travel through the world the street grid is incrementally extended as needed. From the street grid, road geometry and lot shapes can be generated. The lot shapes can be used in a subsequent step to generate the content of the lot such as buildings. This approach facilitates the generation of extremely large cities consisting of lot shapes varying in size and shape.
International Conference in Central Europe on Computer Graphics and Visualization, 2002
The Sequenced Convex Subtraction (SCS) algorithm is a hardware based multi-pass image-space algor... more The Sequenced Convex Subtraction (SCS) algorithm is a hardware based multi-pass image-space algorithm for general purpose Constructive Solid Geometry (CSG) Rendering. Convex objects combined by volu- metric intersection, difference and union are rendered in real-time without b-rep pre-processing. OpenGL stencil and depth testing is used to determine the visible surface for each pixel on the screen. This paper introduces a
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware - HWWS '98, 1998
We present an improved z-buffer based CSG rendering algorithm, based on previous techniques using... more We present an improved z-buffer based CSG rendering algorithm, based on previous techniques using z-buffer parity based surface clipping. We show that while this type of algorithm has been reported as requiring O(
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Papers by Nigel Stewart
levels and flight simulators. The creation of a
virtual city model poses a distinct set of challenges
to the designers. The design of a virtual
city often starts with the creation of a road network.
The road network subdivides the virtual
space into smaller areas that are surrounded by
streets. These areas can be further subdivided
to create areas for buildings, parklands etc. We
present a procedural approach to generate urban
street networks for virtual cities in real-time on
desktop computers with graphic accelerators. A
street grid layout for the viewing area is generated
based on local information and a small
set of parameters. As users travel through the
world the street grid is incrementally extended
as needed. From the street grid, road geometry
and lot shapes can be generated. The lot
shapes can be used in a subsequent step to generate
the content of the lot such as buildings. This
approach facilitates the generation of extremely
large cities consisting of lot shapes varying in
size and shape.
levels and flight simulators. The creation of a
virtual city model poses a distinct set of challenges
to the designers. The design of a virtual
city often starts with the creation of a road network.
The road network subdivides the virtual
space into smaller areas that are surrounded by
streets. These areas can be further subdivided
to create areas for buildings, parklands etc. We
present a procedural approach to generate urban
street networks for virtual cities in real-time on
desktop computers with graphic accelerators. A
street grid layout for the viewing area is generated
based on local information and a small
set of parameters. As users travel through the
world the street grid is incrementally extended
as needed. From the street grid, road geometry
and lot shapes can be generated. The lot
shapes can be used in a subsequent step to generate
the content of the lot such as buildings. This
approach facilitates the generation of extremely
large cities consisting of lot shapes varying in
size and shape.