Random number generators: good ones are hard to find
Communications of the ACM
Realistic modeling and rendering of plant ecosystems
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Interactive visualization of complex plant ecosystems
Proceedings of the conference on Visualization '02
Terrain Simplification Simplified: A General Framework for View-Dependent Out-of-Core Visualization
IEEE Transactions on Visualization and Computer Graphics
Plants, fractals, and formal languages
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
ACM SIGGRAPH 2003 Papers
Billboard clouds for extreme model simplification
ACM SIGGRAPH 2003 Papers
Generating enhanced natural environments and terrain for interactive combat simulations (GENETICS)
Proceedings of the ACM symposium on Virtual reality software and technology
Glift: Generic, efficient, random-access GPU data structures
ACM Transactions on Graphics (TOG)
A high-reliability, high-resolution method for land cover classification into forest and non-forest
SCIA'05 Proceedings of the 14th Scandinavian conference on Image Analysis
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
Whitted ray-tracing for dynamic scenes using a ray-space hierarchy on the GPU
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Real-time Realistic Rendering and Lighting of Forests
Computer Graphics Forum
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This paper describes a GPU framework for the real-time visualization of natural textured terrains, as well as the steps that are needed to populate them on-the-fly with tens of thousands of plant and/or mineral objects. Our main contribution is a robust modular architecture developed for the G80 and later GPUs, that performs texture/seed selection and rendering. It does not deal with algorithms that procedurally model or render either terrain or specific natural objects, but uses them for demonstration purposes. It can be used to calculate and display realistic landscapes and ecosystems with minimal pre-stored data, CPU load and popping artefacts. It works in tandem with a pre-classification of available aerial images, and makes it possible to fine-tune the properties of objects added to the scene.