Proceedings of the 24th 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
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
Wang Tiles for image and texture generation
ACM SIGGRAPH 2003 Papers
Approximate ambient occlusion for trees
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Parallel-split shadow maps for large-scale virtual environments
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Interactive landscape visualization using GPU ray casting
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Real-Time Illumination of Foliage Using Depth Maps
ICCS '08 Proceedings of the 8th international conference on Computational Science, Part II
A GPU framework for the visualization and on-the-fly amplification of real terrains
ISVC'07 Proceedings of the 3rd international conference on Advances in visual computing - Volume Part I
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 trees with indirect lighting in real time
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Rendering forest scenes in real-time
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
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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Realistic real-time rendering and lighting of forests is an important aspect for simulators and video games. This is a difficult problem, due to the massive amount of geometry: aerial forest views display millions of trees on a wide range of distances, from the camera to the horizon. Light interactions, whose effects are visible at all scales, are also a problem: sun and sky dome contributions, shadows between trees, inside trees, on the ground, and view-light masking correlations. In this paper we present a method to render very large forest scenes in real-time, with realistic lighting at all scales, and without popping nor aliasing. Our method is based on two new forest representations, z-fields and shader-maps, with a seamless transition between them. Our first model builds on light fields and height fields to represent and render the nearest trees individually, accounting for all lighting effects. Our second model is a location, view and light dependent shader mapped on the terrain, accounting for the cumulated subpixel effects. Qualitative comparisons with photos show that our method produces realistic results. © 2012 Wiley Periodicals, Inc. (This work is funded by the ANR 2010 JCJC 0207 01 “SimOne” project. We thank Laurence Boissieux for the 3D tree models and Charles de Rousiers for proofreading this paper.)