SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Approximate and probabilistic algorithms for shading and rendering structured particle systems
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Billboard clouds for extreme model simplification
ACM SIGGRAPH 2003 Papers
View-Dependent Streaming of Progressive Meshes
SMI '04 Proceedings of the Shape Modeling International 2004
Parallel-split shadow maps for large-scale virtual environments
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Fast display of large-scale forest with fidelity: Research Articles
Computer Animation and Virtual Worlds
GPU-based lighting and shadowing of complex natural scenes
SIGGRAPH '04 ACM SIGGRAPH 2004 Posters
Multiresolution foliage for forest rendering
Computer Animation and Virtual Worlds
Smooth Transition Between Different Plant Leaves Models
PMA '09 Proceedings of the 2009 Plant Growth Modeling, Simulation, Visualization, and Applications
Billboards for Tree Simplification and Real-Time Forest Rendering
PMA '09 Proceedings of the 2009 Plant Growth Modeling, Simulation, Visualization, and Applications
Remote scientific visualization of progressive 3D meshes with X3D
Proceedings of the 15th International Conference on Web 3D Technology
Technical Section: View-dependent pruning for real-time rendering of trees
Computers and Graphics
BaTex3: Bit Allocation for Progressive Transmission of Textured 3-D Models
IEEE Transactions on Circuits and Systems for Video Technology
Extreme model simplification for forest rendering
NPH'05 Proceedings of the First Eurographics conference on Natural Phenomena
Multi-layered indirect texturing for tree rendering
NPH'07 Proceedings of the Third Eurographics conference on Natural Phenomena
Rendering forest scenes in real-time
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Light space perspective shadow maps
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Anti-aliasing and continuity with trapezoidal shadow maps
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Computers and Graphics
ACM Transactions on Graphics (TOG)
Somatosensory interaction for real-time large scale roaming
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
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Real-time rendering of large-scale forest landscape scenes is important in many applications, such as video games, Internet graphics, and landscape and cityscape scene design and visualization. One challenge in the field of virtual reality is transferring a large-scale forest environment containing plant models with rich geometric detail through the network and rendering them in real time. We present a new framework for rendering large-scale forest scenes realistically and quickly that integrates extracting level of detail (LOD) tree models, rendering real-time shadows for large-scale forests, and transmitting forest data for network applications. We construct a series of LOD tree models to compress the overall complexity of the forest in view-dependent forest navigation. A new leaf phyllotaxy LOD modeling method is presented to match leaf models with textures, balancing the visual effect and model complexity. To progressively render the scene from coarse to fine, sequences of LOD models are transferred from simple to complex. The forest can be rendered after obtaining a simple model of each tree, allowing users to quickly see a sketch of the scene. To improve client performance, we also adopt a LOD strategy for shadow maps. Smoothing filters are implemented entirely on the graphics processing unit (GPU) to reduce the shadows' aliasing artifacts, which creates a soft shadowing effect. We also present a hardware instancing method to render more levels of LOD models, which overcomes the limitation of the latest GPU that emits primitives into only a limited number of separate vertex streams. Experiments show that large-scale forest scenes can be rendered with smooth shadows and in real time.