Real-time Rendering of Complex Photorealistic Landscapes

Vegetation | Sunday 26 October 2008 2:25 am

A method that approximates the vegetation, in this case the trees, with billboards when viewed from far away. This seems to work like a more advanced impostor as it uses more than one billboard per tree/object. The image below shows to the right how the tree is split up into multiple billboards.

Tree Rendering with billboards

Link where you could find the paper:
http://graphics.uni-konstanz.de/publikationen/2005/hybrid_level_of_detail_approaches/Colditz%20et%20al.%20–%20Real-Time%20Rendering%20of%20Complex%20Photorealistic%20Landscapes%20Using%20Hybrid%20Level-of-Detail%20Approaches.pdf

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Procedural Approach to Animate Interactive Natural Sceneries

Vegetation | Saturday 18 October 2008 12:53 am

This algorithm for rendering grass allows user interaction with the grass which most other methods won’t. They call this interaction effect treading and it’s implemented as a scalar field which determines in which direction the individual grass straws should bend.

Interactive grass rendering

Link to the paper, more screenshots and movies
http://www-evasion.inrialpes.fr/Publications/2003/GPRFC03/

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Rendering Countless Blades of Waving Grass

Vegetation | Saturday 18 October 2008 12:43 am

A full article that presents every aspect of implementing billboarded grass fields in games. It uses a vertex shaders for animating the grass in the wind.

A grass rendering

Here’s the full article for free (also the source for the image). Or you could buy the great book “GPU Gems 1″ which also contains the article.
http://http.developer.nvidia.com/GPUGems/gpugems_ch07.html

An implementation of the grass rendering by Nvidia:
http://developer.nvidia.com/object/nature_scene.html

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Rendering Grass Terrains in Real-Time with Dynamic Lighting

Vegetation | Wednesday 8 October 2008 10:51 pm

 A very advanced method to do grass rendering with dynamic lightning. There are shadows cast from each grass straw and you can paint a density map to select where you want grass and how much. The grass is obviously also animated in a very realistic way. The following is how they describe the technique briefly.

“We use a combination of geometry and lit volume slices, composed of Bidirectional Texture Functions (BTFs). BTFs, generated using a fast pre-computation step, provide an accurate, per pixel lighting of the grass.”

Real-time rendering of grass

Link to more images and the paper:
http://www.kevinboulanger.net/grass.html

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