matthieuheitz / IPSM
Qt project for Interactive Procedural Street Modeling
☆12Updated 9 years ago
Alternatives and similar repositories for IPSM:
Users that are interested in IPSM are comparing it to the libraries listed below
- ☆13Updated 2 years ago
- ☆12Updated 9 years ago
- procedural extrusion implementation☆21Updated 3 years ago
- Code for ACM TOG 2016 paper: Fast Weather Simulation for Inverse Procedural Design of 3D Urban Models by Garcia-Dorado et al.☆36Updated 7 years ago
- Procedural architecture generator☆15Updated 6 years ago
- ☆29Updated 7 years ago
- Road network generation tool for Unity☆92Updated last year
- Information about procedural city generation☆153Updated 4 years ago
- Implemention of the state-of-the-art techniques from the area of computer graphics☆17Updated 7 years ago
- Unity demo that uses a few tricks to build random nice-looking 3D cities☆122Updated 6 years ago
- Code source of the paper "Gradient Terrain Authoring" - EG 2022☆26Updated 3 years ago
- Authors' implementation of the article "Simulation, Modeling, and Authoring of Glaciers", SIGGRAPH Asia 2020☆37Updated last month
- Implemetation of the paper "Procedural Modeling of Buildings", by Peter Wonka and Pascal Müller.☆37Updated 9 years ago
- Code release for "Terrain Amplification using Multi-scale Erosion"☆23Updated last week
- Fast Water Simulation for Games Using Height Fields☆30Updated 7 years ago
- GPU 3D SDF generator using DirectX 11 compute shader☆66Updated 2 years ago
- ☆39Updated 2 years ago
- Voxel Earth is a pipeline for converting 3D Tiles to voxels, showcased in converting Google Earth to Minecraft.☆26Updated 8 months ago
- A sketch-based terrain generation framework on GPU using patch-based texture synthesis.☆16Updated 11 years ago
- An implementation of heightmap-based terrain generation algorithms.☆34Updated 5 years ago
- Sketch to Heightmap Authoring Tool based on Deep Learning with pix2pix☆17Updated 4 years ago
- Brunetons procomputed atmospheric scatting in Unity☆59Updated 3 years ago
- Procedural terrain generation for video games has been traditionally been done with smartly designed but handcrafted algorithms that gene…☆70Updated 7 years ago
- A method for baking persistent decals to textures using UV-space rasterization.☆20Updated 4 years ago
- Large-Scale Stream Power Erosion☆38Updated 10 months ago
- Trying to replicate what this legend did: https://youtu.be/kCGHXlLR3l8☆165Updated 2 years ago
- ☆25Updated last year
- Authors' implementation for the article "Orometry-based terrain analysis and synthesis", SIGGRAPH Asia 2019☆38Updated 5 months ago
- 3D Signed Distance Field☆43Updated 3 years ago
- ☆12Updated 4 years ago