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        "title": "Interactive Modeling of City Layouts using Layers of Procedural Content",
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        "title": "Parallel Generation of Multiple L-Systems",
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        "abstract": "This paper introduces a solution to compute L-systems on parallel architectures like GPUs and multi-core CPUs. Our solution can split the derivation of the L-system as well as the interpretation and geometry generation into thousands of threads running in parallel. We introduce a highly parallel algorithm for L-system evaluation that works on arbitrary L-systems, including parametric productions, context sensitive productions, stochastic production selection, and productions with side effects. This algorithm is further extended to allow evaluation of multiple independent L-systems in parallel. In contrast to previous work, we directly interpret the productions defined in plain-text, without requiring any compilation or transformation step (e.g., into shaders). Our algorithm is efficient in the sense that it requires no explicit inter-thread communication or atomic operations, and is thus completely lock free.",
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        "abstract": "The aim of the GameWorld project was the procedural generation of cities and buildings on different levels of control, from manual to fully automatic modeling. Target applications included\r\nmainly computer games, virtual reality applications and other digital content creation scenarios for entertainment industry, architectural, historical and archaeological visualizations, and much more.",
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        "title": "Procedural Skeletons: Kinematic Extensions to CGA-Shape Grammars",
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        "abstract": "Procedural modeling for architectural scenes was as yet limited to static objects only. We introduce a novel extension layer for shape grammars which creates a skeletal system for posing and interactive manipulation of generated models. Various models can be derived with the same set of parametrized rules for geometric operations. Separation of geometry generation and pose synthesis improves design efficiency and reusability. Moreover, by formal analysis of\nproduction rules we show how to efficiently update complex kinematic\nhierarchies created by the skeletons, allowing state-of-the-art interactive visual rule editing.",
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        "event": "ACM SIGGRAPH 2008",
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        "journal": "ACM Transactions on Graphics",
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        "location": "Los Angeles, CA",
        "note": "Article No. 102",
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        "volume": "27",
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        "title": "Automatisches Generieren von 3D-Straßensystemen",
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        "abstract": "In dieser Arbeit geht es um die Generierung von 3D Geometrie für große Straßensysteme.",
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        "abstract": "The creation of visually convincing architectural models using traditional modeling methods is a labor intensive task. Procedural modeling techniques strive to reduce the manual work an artist has to perform when modeling architecture. In previous work, those techniques were successfully applied to the creation of architecture. However, previous methods have a limited usability, as they are based on text editing. This makes modeling unintuitive and diminishes the advantages of procedural modeling.\n\nTherefore, methods to interactively create procedural architecture, using a graphical user interface, are explored in this thesis. As interactivity also requires real-time rendering performance, methods to accelerate the generation of architecture are investigated. Further, the thesis provides a detailed report on previous procedural architecture generation techniques.",
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