Visual navigation of large environments using textured clusters
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
QuickTime VR: an image-based approach to virtual environment navigation
SIGGRAPH '95 Proceedings of the 22nd 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 image caching for accelerated walkthroughs of complex environments
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Visibility culling using hierarchical occlusion maps
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Rendering with coherent layers
Proceedings of the 24th 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
Reflectance and texture of real-world surfaces
ACM Transactions on Graphics (TOG)
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
Conservative volumetric visibility with occluder fusion
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Conservative visibility preprocessing using extended projections
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Surface light fields for 3D photography
Proceedings of the 27th 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
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)
Development models of herbaceous plants for computer imagery purposes
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Fast Horizon Computation at All Points of a Terrain With Visibility and Shading Applications
IEEE Transactions on Visualization and Computer Graphics
Hierarchical Visibility in Terrains
Proceedings of the Eurographics Workshop on Rendering Techniques '97
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Hierarchical image-based rendering using texture mapping hardware
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Hi-index | 0.00 |
The goal of this paper is the interactive rendering of 3D trees covering a landscape, with shading and shadows consistent with the lighting conditions. We propose a new IBR representation, consisting of a hierarchy of Bidirectional Textures, which resemble 6D lightfields. A hierarchy of visibility cube-maps is associated to this representation to improve the performance of shadow calculations. An example of hierarchy for a given tree can be a small branch plus its leaves (or needles), a larger branch, and the entire tree. A Bidirectional Texture (BT) provides a billboard image of a shaded object for each pair of view and light directions. We associate a BT for each level of the hierarchy. When rendering, the appropriate level of detail is selected depending on the distance of the tree from the viewpoint. The illumination reaching each level is evaluated using a visibility cube-map. Thus, we very efficiently obtain the shaded rendering of a tree with shadows without loosing details, contrary to mesh simplification methods. We achieved 7 to 20 fps fly-throughs of a scene with 1000 trees.