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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Scene Graph

Scene Management | Saturday 18 October 2008 12:14 am

A scene graph is a tree structure that tries to structure the objects in a scene accordingly to transformations, textures, materials and much more instead of just the geometrical representation of objects like for example a quadtree does. All games does contain a scene graph in some way, in the most simple form it could just be a root node and all other rendered objects as child nodes to the root node.

Here’s a list of useful links concerning scene graphs. Most links are borrowed from a post on gamedev.net but copied to this post so that I could remove broken links and include new ones.

  • Scene Graph Basics
  • Scene Graph design/implementation issues/notes etc
  • SG State Sorting
  • Shader/Material System/Integration
  • Optimizations for scene graphs
  • Spatialization
  • Most of this list was copied from the following gamedev.net forum thread.
    http://www.gamedev.net/community/forums/topic.asp?topic_id=349829

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    Sky Rendering with Sprites

    Sky | Friday 17 October 2008 12:41 am

    A method that doesn’t rely on mathematical formulas from the reality but instead only tries to mimic it’s look. The good result is possible by a large number of sprites that looks like clouds which are encapsulated in a defined bounding mesh. It’s said to use a light-curve instead of an light scattering algorithm.

    Realistic Sky Rendering

    Link to more details from the author (he says a demo should be available soon).
    http://www.gamedev.net/community/forums/topic.asp?topic_id=511184

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    Forward Shadow Mapping

    Shadow Mapping | Thursday 16 October 2008 2:26 am

    This technique for shadow mapping does the reverse when comparing depths. Instead of the normal case of comparing depths in light space, this method suggest that the comparison should be done in eye space. This requires the depth buffer from the lights’ view and from the camera’s view at the time of the comparison. This method is probably most useful when doing deferred lightning.

    Forward Shadow Mapping

    Link to the paper “Forward Shadow Mapping”
    http://www.cs.unc.edu/~zhangh/shadow.html

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