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dc.contributor.authorDecaudin, Philippeen_US
dc.contributor.authorNeyret, Fabriceen_US
dc.contributor.editorAlexander Keller and Henrik Wann Jensenen_US
dc.date.accessioned2014-01-27T14:30:21Z
dc.date.available2014-01-27T14:30:21Z
dc.date.issued2004en_US
dc.identifier.isbn3-905673-12-6en_US
dc.identifier.issn1727-3463en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGWR/EGSR04/093-102en_US
dc.description.abstractForests are crucial for scene realism in applications such as light simulators. This paper proposes a new representation allowing for the real-time rendering of realistic forests covering an arbitrary terrain. It lets us produce dense forests corresponding to continuous non-repetitive fields made of thousands of trees with full parallax. Our representation draws on volumetric textures and aperiodic tiling: the forest consists of a set of edgecompatible prisms containing forest samples which are aperiodically mapped onto the ground. The representation allows for quality rendering, thanks to appropriate 3D non-linearfiltering. It relies on LODs and on a GPUfriendly structure to achieve real-time performance. Dynamic lighting and shadowing are beyond the scope of this paper. On the other hand, we require no advanced graphics feature except 3D textures and decent fill and vertex transform rates. However we can take advantage of vertex shaders so that the slicing of the volumetric texture is entirely done on the GPU.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleRendering Forest Scenes in Real-Timeen_US
dc.description.seriesinformationEurographics Workshop on Renderingen_US


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