The algorithmic beauty of plants
The algorithmic beauty of plants
Rendering from compressed textures
SIGGRAPH '96 Proceedings of the 23rd 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
Realistic modeling and rendering of plant ecosystems
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Plant models faithful to botanical structure and development
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
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
Reconstructing 3D Tree Models from Instrumented Photographs
IEEE Computer Graphics and Applications
Interactive Rendering of Trees with Shading and Shadows
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Fast approximate visible set determination for point sample clouds
EGVE '03 Proceedings of the workshop on Virtual environments 2003
Volumetric reconstruction and interactive rendering of trees from photographs
ACM SIGGRAPH 2004 Papers
Extreme model simplification for forest rendering
NPH'05 Proceedings of the First Eurographics conference on Natural Phenomena
Technical Section: View-dependent pruning for real-time rendering of trees
Computers and Graphics
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Trees can be realistically rendered in synthetic environments by creating volumetric representations from photographs. However, volumetric tree representations created with previous methods are expensive to render due to the high number of primitives, and have very high texture memory requirements. We address both shortcomings by presenting an efficient multi-resolution rendering method and an effective texture compression solution. Our method uses an octree with appropriate textures at intermediate hierarchy levels and applies an effective pruning strategy. For texture compression, we adapt a vector quantization approach in a perceptually accurate color space, and modify the codebook generation of the Generalized Lloyd Algorithm to further improve texture quality. In combination with several hardware acceleration techniques, our approach achieves a reduction in texture memory requirements by one order of magnitude; in addition, it is now possible to render tens or even hundreds of captured trees at interactive rates.