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
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
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
Pattern-based texturing revisited
Proceedings of the 26th 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
Real-time fur over arbitrary surfaces
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
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
View-base Rendering: Visualizing Real Objects from Scanned Range and Color Data
Proceedings of the Eurographics Workshop on Rendering Techniques '97
Interactive Sampling and Rendering for Complex and Procedural Geometry
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Interactive Rendering of Trees with Shading and Shadows
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Wang Tiles for image and texture generation
ACM SIGGRAPH 2003 Papers
ACM SIGGRAPH 2003 Papers
Hierarchical image-based rendering using texture mapping hardware
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Real-time rendering of realistic-looking grass
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Multiresolution plant models with complex organs
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
Mesh Ensemble Motion Graphs: Data-driven mesh animation with constraints
ACM Transactions on Graphics (TOG)
Tile-based methods for interactive applications
ACM SIGGRAPH 2008 classes
A Survey of Modeling and Rendering Trees
Edutainment '08 Proceedings of the 3rd international conference on Technologies for E-Learning and Digital Entertainment
Streaming of plants in distributed virtual environments
MM '08 Proceedings of the 16th ACM international conference on Multimedia
GigaVoxels: ray-guided streaming for efficient and detailed voxel rendering
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Compact and progressive plant models for streaming in networked virtual environments
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Rendering grass in real time with dynamic lighting
IEEE Computer Graphics and Applications - Special issue title on generating 3D building models a VR playground for teaching math
NDVI-based vegetation rendering
CGIM '07 Proceedings of the Ninth IASTED International Conference on Computer Graphics and Imaging
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
Hardware instancing for real-time realistic forest rendering
SIGGRAPH Asia 2011 Sketches
Real-time Realistic Rendering and Lighting of Forests
Computer Graphics Forum
Realistic and interactive visualization of high-density plant ecosystems
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
Texture tiling on arbitrary topological surfaces using wang tiles
EGSR'05 Proceedings of the Sixteenth 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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Forests are crucial for scene realism in applications such as light simulators. This paper proposes a new representation allowing for the real-time rendering of realistic forests covering an arbitrary terrain. It lets us produce dense forests corresponding to continuous non-repetitive fields made of thousands of trees with full parallax. Our representation draws on volumetric textures and aperiodic tiling: the forest consists of a set of edgecompatible prisms containing forest samples which are aperiodically mapped onto the ground. The representation allows for quality rendering, thanks to appropriate 3D non-linearfiltering. It relies on LODs and on a GPUfriendly structure to achieve real-time performance. Dynamic lighting and shadowing are beyond the scope of this paper. On the other hand, we require no advanced graphics feature except 3D textures and decent fill and vertex transform rates. However we can take advantage of vertex shaders so that the slicing of the volumetric texture is entirely done on the GPU.