The algorithmic beauty of plants
The algorithmic beauty of plants
Hierarchical rendering of trees from precomputed multi-layer z-buffers
Proceedings of the eurographics workshop on Rendering techniques '96
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Optical Models for Direct Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
An efficient instantiation algorithm for simulating radiant energy transfer in plant models
ACM Transactions on Graphics (TOG)
Particle systems—a technique for modeling a class of fuzzy objects
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
Real-time rendering of plant leaves
ACM SIGGRAPH 2005 Papers
Approximate ambient occlusion for trees
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Simplified tree lighting using aggregate normals
ACM SIGGRAPH 2006 Sketches
Expressive illumination of foliage based on implicit surfaces
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
Physically based real-time translucency for leaves
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
Efficient modeling of numerous trees by introducing growth volume for real-time virtual ecosystems
Computer Animation and Virtual Worlds
Real-time Realistic Rendering and Lighting of Forests
Computer Graphics Forum
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High quality lighting is one of the challenges for interactive tree rendering. To this end, this paper presents a lighting model allowing real-time rendering of trees with convincing indirect lighting. Rather than defining an empirical model to mimic lighting of real trees, we work at a lower level by modeling the spatial distribution of leaves and by assigning them probabilistic properties. We focus mainly on precise low-frequency lighting that our eyes are more sensitive to and we add high-frequency details afterwards. The resulting model is efficient and simple to implement on a GPU.