The visualization of cities in real time has a lot of potential applications,
from urban and emergency planning, to driving simulators and entertainment.
The massive amount of data and the computational requirements
needed to render an entire city in detail are the reason why a lot of techniques
have been proposed in this eld. Procedural city generation, building
simpli cation and visibility processing are some of the approaches used to
solve a small subset of the problems that these applications need to face. Our
work proposes a new city rendering algorithm that is a radically di erent approach
to what has been done before in this eld. The proposed technique is
based on a structuration of the city data in a regular grid which is traversed,
at runtime, by a ray tracing algorithm that keeps track of visible parts of the
scene.
As a preprocess, a set of quads de ning the buildings of a city is transformed
to the regular grid used by our algorithm. The rendering algorithm uses this
data to generate a real time representation of the city minimizing the overdraw,
a common problem in other techniques. This is done by means of a
geometry shader to generate only the minimum number of fragments needed
to render the city from a given position