Just a test pilou, nothing serious.
My problem is the render engines though.
These 'VG assets', low density meshes need the support of normal maps. Displacement won't work correctly because of this simple triangulated construction - it can't be subdivided correctly.
Now, normal maps supposed to work with scanline render engines only. An unbiased or even biased, physically correct engine can't support them. It works with displacements and/or bumps only. Bumps look ugly though, great for hi frequency details only.
I suppose, techniques like the above won't work for archi visualization, where Global Illumination is a must.