Abstract-Interactive visualization of architecture provides a way to quickly visualize existing or novel buildings and structures. Such applications require both fast rendering and an effortless input regimen for creating and changing architecture using high-level editing operations that automatically fill in the necessary details. Procedural modeling and synthesis is a powerful paradigm that yields high data-amplification and can be coupled with fast rendering techniques to quickly generate plausible details of a scene without much or any user interaction. Previously, forward generating procedural methods have been proposed where a procedure is explicitly created to generate a particular content. In this article, we present our work in inverse procedural modeling of buildings and describe how to use an extracted repertoire of building grammars to facilitate the visualization and quick modification of architectural structures and buildings. We demonstrate an interactive application where the user draws simple building blocks and using our system can automatically complete the building "in the style of" other buildings using view-dependent texture mapping or nonphotorealistic rendering techniques. Our system supports an arbitrary number of building grammars created from user subdivided building models and captured photographs. Using only edit, copy and paste metaphors, entire building styles can be altered and transferred from one building to another in a few operations, enhancing the ability to modify an existing architectural structure or to visualize a novel building in the style of others.
We present Build-by-Number, a technique for quickly designing architectural structures that can be rendered photorealistically at interactive rates. We combine image-based capturing and rendering with procedural modeling techniques to allow the creation of novel structures in the style of real-world structures. Starting with a simple model recovered from a sparse image set, the model is divided into feature regions, such as doorways, windows, and brick. These feature regions essentially comprise a mapping from model space to image space, and can be recombined to texture a novel model. Procedural rules for the growth and reorganization of the model are automatically derived to allow for very fast editing and design. Further, the redundancies marked by the feature labeling can be used to perform automatic occlusion replacement and color equalization in the finished scene, which is rendered using view-dependent texture mapping on standard graphics hardware. Results using four captured scenes show that a great variety of novel structures can be created very quickly once a captured scene is available, and rendered with a degree of realism comparable to the original scene.CR Categories and Subject Descriptors: I.3 Computer Graphics, I.3.2 Graphics Systems, I.3.5 Computational Geometry and Object Modeling, I.3.6 Methodology and Techniques, I.3.7 Three-Dimensional Graphics and Realism, I.4.8 Scene Analysis. INTRODUCTIONResearchers have achieved impressive results in creating realistic 3D environments as well as reconstructing real-world environments. Computer-aided design (CAD) programs allow precise design and high-quality rendering of three dimensional virtual scenes. More recently, image-based capturing and rendering techniques have made the rendering of real-world 3D environments possible in a more automated fashion. In the case of architecture, procedural modeling approaches have been developed that allow buildings to be quickly generated and rendered based on a set of simple design principles. We seek to merge these paradigms to allow for the fast design of architectural structures that can be rendered realistically at interactive rates. Each scene creation paradigm mentioned above offers specific advantages, but fails to offer a complete solution to our goal when taken alone. Using only a traditional modeling approach lends great control and flexibility to the designer but requires a high level of expertise and great amount of effort to achieve highquality renderings. A real-world capture approach offers immediate realism and often requires less expertise on the part of the user, but typically does not offer a convenient way to create novel scene content. Procedural modeling enables very fast design time, but requires the availability of a pre-existing database of scene rules and features. We propose a system that offers the flexibility of traditional modeling, the immediate realism of realworld capture, and the automation of procedural modeling without requiring a high degree of expertise on the part of ...
We present Build-by-Number, a technique for quickly designing architectural structures that can be rendered photorealistically at interactive rates. We combine image-based capturing and rendering with procedural modeling techniques to allow the creation of novel structures in the style of real-world structures. Starting with a simple model recovered from a sparse image set, the model is divided into feature regions, such as doorways, windows, and brick. These feature regions essentially comprise a mapping from model space to image space, and can be recombined to texture a novel model. Procedural rules for the growth and reorganization of the model are automatically derived to allow for very fast editing and design. Further, the redundancies marked by the feature labeling can be used to perform automatic occlusion replacement and color equalization in the finished scene, which is rendered using view-dependent texture mapping on standard graphics hardware. Results using four captured scenes show that a great variety of novel structures can be created very quickly once a captured scene is available, and rendered with a degree of realism comparable to the original scene.CR Categories and Subject Descriptors: I.3 Computer Graphics, I.3.2 Graphics Systems, I.3.5 Computational Geometry and Object Modeling, I.3.6 Methodology and Techniques, I.3.7 Three-Dimensional Graphics and Realism, I.4.8 Scene Analysis. INTRODUCTIONResearchers have achieved impressive results in creating realistic 3D environments as well as reconstructing real-world environments. Computer-aided design (CAD) programs allow precise design and high-quality rendering of three dimensional virtual scenes. More recently, image-based capturing and rendering techniques have made the rendering of real-world 3D environments possible in a more automated fashion. In the case of architecture, procedural modeling approaches have been developed that allow buildings to be quickly generated and rendered based on a set of simple design principles. We seek to merge these paradigms to allow for the fast design of architectural structures that can be rendered realistically at interactive rates. Each scene creation paradigm mentioned above offers specific advantages, but fails to offer a complete solution to our goal when taken alone. Using only a traditional modeling approach lends great control and flexibility to the designer but requires a high level of expertise and great amount of effort to achieve highquality renderings. A real-world capture approach offers immediate realism and often requires less expertise on the part of the user, but typically does not offer a convenient way to create novel scene content. Procedural modeling enables very fast design time, but requires the availability of a pre-existing database of scene rules and features. We propose a system that offers the flexibility of traditional modeling, the immediate realism of realworld capture, and the automation of procedural modeling without requiring a high degree of expertise on the part of ...
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