dc.contributor.author | Candussi, Alberto | en_US |
dc.contributor.author | Canduss, Nicola | en_US |
dc.contributor.author | Höllerer, Tobias | en_US |
dc.contributor.editor | John Dingliana and Fabio Ganovelli | en_US |
dc.date.accessioned | 2015-07-19T16:45:23Z | |
dc.date.available | 2015-07-19T16:45:23Z | |
dc.date.issued | 2005 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/egs.20051027 | en_US |
dc.description.abstract | Real-Time rendering of realistic trees on common graphics hardware represents a big challenge due to their inherent geometric complexity. In most cases, trees are composed of hundreds of thousands of leaves and branches with complex lighting interrelations. We present novel techniques to render and animate photorealistic trees in real-time. The described techniques are easily implemented with commonly available graphics cards, making them suitable to applications such as visual simulations and video games. Polygon counts are significantly reduced by the use of simplified textured geometry for minor branches and billboarded leaf textures. Fast and realistic lighting and shadowing of the leaves and surroundings enhances realism. We animate the tree branches and leaf textures using simple vertex shaders, creating a realistic effect of the tree swaying in the wind. Discrete levels of detail allow rendering of a large number of trees, making it possible to represent realistic forest scenes made of 1000-1500 trees. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | Rendering Realistic Trees and Forests in Real Time | en_US |
dc.description.seriesinformation | EG Short Presentations | en_US |
dc.description.sectionheaders | Rendering Natural Phenomena | en_US |
dc.identifier.doi | 10.2312/egs.20051027 | en_US |
dc.identifier.pages | 73-76 | en_US |