Real time design and animation of fractal plants and trees
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Creation and rendering of realistic trees
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Interactive visualization of complex plant ecosystems
Proceedings of the conference on Visualization '02
Interactive Rendering of Trees with Shading and Shadows
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Volumetric reconstruction and interactive rendering of trees from photographs
ACM SIGGRAPH 2004 Papers
Techniques for computing viewpoint entropy of a 3d scene
ICCS'06 Proceedings of the 6th international conference on Computational Science - Volume Part II
Extreme model simplification for forest rendering
NPH'05 Proceedings of the First Eurographics conference on Natural Phenomena
Point-based rendering of trees
NPH'05 Proceedings of the First Eurographics conference on Natural Phenomena
Rendering forest scenes in real-time
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Real-Time Illumination of Foliage Using Depth Maps
ICCS '08 Proceedings of the 8th international conference on Computational Science, Part II
Technical Section: View-dependent pruning for real-time rendering of trees
Computers and Graphics
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One of the main problems of rendering outdoor scenes in real time is the representation of trees and plants. The modeling tools for vegetal species generate polygonal models with such a great geometric complexity that they need efficient techniques for achieving an interactive visualization. In this article we present a LOD model based on the geometric representation of leaves that eliminates bus traffic when changing the level of detail and enables instancing as many trees as desired. This model allows for a highly realistic visualization, skeletal animations for wind effects and also the use of traditional illumination techniques for polygonal models. The proposed representation permits to adapt automatically and in a continuous manner the level of detail, obtaining view-dependent resolutions. The basic idea consists in initially uploading to the GPU the vertices of the high resolution model and obtaining the desired approximation by rendering the appropriate vertices. This model improves the spatial cost and the rendering speed of any previous model based on the geometric representation of leaves. With respect to the models based on images, our solution offers a higher visual quality and also the possibility of including animations.