Rendering fur with three dimensional textures
SIGGRAPH '89 Proceedings of the 16th 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
Hierarchical rendering of trees from precomputed multi-layer z-buffers
Proceedings of the eurographics workshop on Rendering techniques '96
Proceedings of the 25th 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
Surfels: surface elements as rendering primitives
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Particle Systems—a Technique for Modeling a Class of Fuzzy Objects
ACM Transactions on Graphics (TOG)
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Efficient simplification of point-sampled surfaces
Proceedings of the conference on Visualization '02
Interactive visualization of complex plant ecosystems
Proceedings of the conference on Visualization '02
Modeling, Animating, and Rendering Complex Scenes Using Volumetric Textures
IEEE Transactions on Visualization and Computer Graphics
Interactive Rendering of Trees with Shading and Shadows
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
ACM SIGGRAPH 2003 Papers
Hierarchical image-based rendering using texture mapping hardware
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Interactive landscape visualization using GPU ray casting
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
CGIM '07 Proceedings of the Ninth IASTED International Conference on Computer Graphics and Imaging
View-dependent hierarchical foliage simplification
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
View-dependent hierarchical foliage simplification
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
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
Technical Section: View-dependent pruning for real-time rendering of trees
Computers and Graphics
Hardware-Oriented visualisation of trees
ISCIS'06 Proceedings of the 21st international conference on Computer and Information Sciences
Real-time Realistic Rendering and Lighting of Forests
Computer Graphics Forum
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The goal of this paper is the interactive and realistic rendering of 3D trees covering a landscape. The landscape is composed by instantiating one or more block of vegetation on the terrain. A block of vegetation is composed by a single or a compact group of trees. For these blocks of vegetation, we propose a new representation based on triangle+point primitives organized into a regular spatial structure (grid). This structure is de ned onto easily adapt the level of details (LOD) of each subpart (cell) of the vegetation element. During the rendering process, we determine a global level of details for each block of vegetation. Then, we re ne it for each cell according to the following heuristic: leaves or branches on the rear of tree or inside the forest are statistically less visible than front ones and then can be rendered coarsely. As a result, our method greatly decrease the number of rendered primitives by preserving realism. This allows rendering of large landscape in interactive time, for a camera far away until inside.