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	<title>Game Rendering &#187; Vegetation</title>
	<atom:link href="http://www.gamerendering.com/category/vegetation/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.gamerendering.com</link>
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		<title>Real-time Rendering of Complex Photorealistic Landscapes</title>
		<link>http://www.gamerendering.com/2008/10/26/real-time-rendering-of-complex-photorealistic-landscapes/</link>
		<comments>http://www.gamerendering.com/2008/10/26/real-time-rendering-of-complex-photorealistic-landscapes/#comments</comments>
		<pubDate>Sun, 26 Oct 2008 00:25:36 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Vegetation]]></category>
		<category><![CDATA[Billboards]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[Tree]]></category>

		<guid isPermaLink="false">http://www.gamerendering.com/?p=418</guid>
		<description><![CDATA[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.

Link where you could find [...]]]></description>
			<content:encoded><![CDATA[<p>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.</p>
<div class="mceTemp"><a href="http://www.gamerendering.com/wp-content/uploads/tree.jpg"><img class="size-medium wp-image-419" title="Tree Rendering with billboards" src="http://www.gamerendering.com/wp-content/uploads/tree.jpg" alt="Tree Rendering with billboards" width="288" height="214" /></a></div>
<p>Link where you could find the paper:<br />
<a href="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">http://graphics.uni-konstanz.de/publikationen/2005/hybrid_level_of_detail_approaches/Colditz%20et%20al.%20&#8211;%20Real-Time%20Rendering%20of%20Complex%20Photorealistic%20Landscapes%20Using%20Hybrid%20Level-of-Detail%20Approaches.pdf</a></p>

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		</item>
		<item>
		<title>Procedural Approach to Animate Interactive Natural Sceneries</title>
		<link>http://www.gamerendering.com/2008/10/18/procedural-approach-to-animate-interactive-natural-sceneries/</link>
		<comments>http://www.gamerendering.com/2008/10/18/procedural-approach-to-animate-interactive-natural-sceneries/#comments</comments>
		<pubDate>Fri, 17 Oct 2008 22:53:16 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Vegetation]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[Grass]]></category>
		<category><![CDATA[Rendering]]></category>

		<guid isPermaLink="false">http://www.gamerendering.com/?p=393</guid>
		<description><![CDATA[This algorithm for rendering grass allows user interaction with the grass which most other methods won&#8217;t. They call this interaction effect treading and it&#8217;s implemented as a scalar field which determines in which direction the individual grass straws should bend.

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



Please share:


	
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	
	


]]></description>
			<content:encoded><![CDATA[<p>This algorithm for rendering grass allows user interaction with the grass which most other methods won&#8217;t. They call this interaction effect treading and it&#8217;s implemented as a scalar field which determines in which direction the individual grass straws should bend.</p>
<div class="mceTemp"><a href="http://www.gamerendering.com/wp-content/uploads/grass2.jpg"><img class="size-medium wp-image-394" title="Interactive grass rendering" src="http://www.gamerendering.com/wp-content/uploads/grass2.jpg" alt="Interactive grass rendering" width="361" height="270" /></a></div>
<p>Link to the paper, more screenshots and movies<br />
<a href="http://www-evasion.inrialpes.fr/Publications/2003/GPRFC03/">http://www-evasion.inrialpes.fr/Publications/2003/GPRFC03/</a></p>

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		<title>Rendering Countless Blades of Waving Grass</title>
		<link>http://www.gamerendering.com/2008/10/18/rendering-countless-blades-of-waving-grass/</link>
		<comments>http://www.gamerendering.com/2008/10/18/rendering-countless-blades-of-waving-grass/#comments</comments>
		<pubDate>Fri, 17 Oct 2008 22:43:17 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Vegetation]]></category>
		<category><![CDATA[Billboards]]></category>
		<category><![CDATA[Game]]></category>
		<category><![CDATA[GPU]]></category>
		<category><![CDATA[Grass]]></category>
		<category><![CDATA[Nvidia]]></category>
		<category><![CDATA[Vertex]]></category>

		<guid isPermaLink="false">http://www.gamerendering.com/?p=388</guid>
		<description><![CDATA[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.

Here&#8217;s the full article for free (also the source for the image). Or you could buy the great book &#8220;GPU Gems 1&#8243; which also contains the article.
http://http.developer.nvidia.com/GPUGems/gpugems_ch07.html
An implementation of the grass [...]]]></description>
			<content:encoded><![CDATA[<p>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.</p>
<div class="mceTemp"><a href="http://www.gamerendering.com/wp-content/uploads/gpugemsgrass1.jpg"><img class="size-medium wp-image-389" title="A grass rendering" src="http://www.gamerendering.com/wp-content/uploads/gpugemsgrass1.jpg" alt="A grass rendering" width="209" height="180" /></a></div>
<p>Here&#8217;s the full article for free (also the source for the image). Or you could buy the great book &#8220;GPU Gems 1&#8243; which also contains the article.<br />
<a href="http://http.developer.nvidia.com/GPUGems/gpugems_ch07.html">http://http.developer.nvidia.com/GPUGems/gpugems_ch07.html</a></p>
<p>An implementation of the grass rendering by Nvidia:<br />
<a href="http://developer.nvidia.com/object/nature_scene.html">http://developer.nvidia.com/object/nature_scene.html</a></p>

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		<title>Rendering Grass Terrains in Real-Time with Dynamic Lighting</title>
		<link>http://www.gamerendering.com/2008/10/08/rendering-grass-terrains-in-real-time-with-dynamic-lighting/</link>
		<comments>http://www.gamerendering.com/2008/10/08/rendering-grass-terrains-in-real-time-with-dynamic-lighting/#comments</comments>
		<pubDate>Wed, 08 Oct 2008 20:51:10 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Vegetation]]></category>
		<category><![CDATA[Density Map]]></category>
		<category><![CDATA[Grass]]></category>
		<category><![CDATA[Lighting]]></category>
		<category><![CDATA[Real-Time]]></category>
		<category><![CDATA[Volume slices]]></category>

		<guid isPermaLink="false">http://www.gamerendering.com/?p=275</guid>
		<description><![CDATA[ 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.
&#8220;We [...]]]></description>
			<content:encoded><![CDATA[<p> 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.</p>
<blockquote><p><em>&#8220;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.&#8221;</em></p></blockquote>
<div class="mceTemp"><a href="http://www.gamerendering.com/wp-content/uploads/realtimegrass.jpg"><img class="size-medium wp-image-276" title="Real-time rendering of grass" src="http://www.gamerendering.com/wp-content/uploads/realtimegrass-400x307.jpg" alt="Real-time rendering of grass" width="400" height="307" /></a></div>
<p>Link to more images and the paper:<br />
<a href="http://www.kevinboulanger.net/grass.html">http://www.kevinboulanger.net/grass.html</a></p>

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