The algorithmic beauty of plants
The algorithmic beauty of plants
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
View-dependent refinement of progressive meshes
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
ROAMing terrain: real-time optimally adapting meshes
VIS '97 Proceedings of the 8th conference on Visualization '97
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Realistic modeling and rendering of plant ecosystems
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
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Animating prairies in real-time
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Plant models faithful to botanical structure and development
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
The randomized z-buffer algorithm: interactive rendering of highly complex scenes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Hybrid simplification: combining multi-resolution polygon and point rendering
Proceedings of the conference on Visualization '01
POP: a hybrid point and polygon rendering system for large data
Proceedings of the conference on Visualization '01
Interactive Modeling of Plants
IEEE Computer Graphics and Applications
Interactive Sampling and Rendering for Complex and Procedural Geometry
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Hierarchical image-based rendering using texture mapping hardware
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Fast approximate visible set determination for point sample clouds
EGVE '03 Proceedings of the workshop on Virtual environments 2003
ACM SIGGRAPH 2003 Papers
High-Quality Point-Based Rendering on Modern GPUs
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Animating real-time realistic movements in small plants
Proceedings of the 2nd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Volumetric reconstruction and interactive rendering of trees from photographs
ACM SIGGRAPH 2004 Papers
Simulation levels of detail for plant motion
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
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
Real-Time Rendering of Realistic Trees in Mixed Reality
ISMAR '05 Proceedings of the 4th IEEE/ACM International Symposium on Mixed and Augmented Reality
Approximate ambient occlusion for trees
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Real-time pen-and-ink illustration of landscapes
Proceedings of the 4th international symposium on Non-photorealistic animation and rendering
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
Interactive Point-Based Rendering of Higher-Order Tetrahedral Data
IEEE Transactions on Visualization and Computer Graphics
Volume illustration using wang cubes
ACM Transactions on Graphics (TOG)
Design and Evaluation of a Real-World Virtual Environment for Architecture and Urban Planning
Presence: Teleoperators and Virtual Environments
Stochastic simplification of aggregate detail
ACM SIGGRAPH 2007 papers
A Survey of Modeling and Rendering Trees
Edutainment '08 Proceedings of the 3rd international conference on Technologies for E-Learning and Digital Entertainment
Audiovisual 3d rendering as a tool for multimodal interfaces
ICMI '08 Proceedings of the 10th international conference on Multimodal interfaces
A tool for the creation and management of level-of-detail models for 3d applications
WSEAS Transactions on Computers
Streaming of plants in distributed virtual environments
MM '08 Proceedings of the 16th ACM international conference on Multimedia
ISVC '08 Proceedings of the 4th International Symposium on Advances in Visual Computing
Compact and progressive plant models for streaming in networked virtual environments
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Tutorials/Surveys: Modelling trees and their interaction with the environment: A survey
Computers and Graphics
Enhanced 3D tree model simplification and perceptual analysis
ICME'09 Proceedings of the 2009 IEEE international conference on Multimedia and Expo
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
Interactive volume caustics in single-scattering media
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Aspects in Information Modelling and Knowledge Bases Research
Proceedings of the 2010 conference on Information Modelling and Knowledge Bases XXI
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
Texture-lobes for tree modelling
ACM SIGGRAPH 2011 papers
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
Point-based rendering of trees
NPH'05 Proceedings of the First Eurographics conference on Natural Phenomena
Realistic and interactive visualization of high-density plant ecosystems
NPH'05 Proceedings of the First Eurographics conference on Natural Phenomena
Effective multi-resolution rendering and texture compression for captured volumetric trees
NPH'06 Proceedings of the Second Eurographics conference on Natural Phenomena
Rendering forest scenes in real-time
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Photorealism and non-photorealism in virtual heritage representation
VAST'03 Proceedings of the 4th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
EGVE'04 Proceedings of the Tenth Eurographics conference on Virtual Environments
Environmental framework to visualize emergent artificial forest ecosystems
Information Sciences: an International Journal
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We present a method for interactive rendering of large outdoor scenes. Complex polygonal plant models and whole plant populations are represented by relatively small sets of point and line primitives. This enables us to show landscapes faithfully using only a limited percentage of primitives. In addition, a hierarchical data structure allows us to smoothly reduce the geometrical representation to any desired number of primitives. The scene is hierarchically divided into local portions of geometry to achieve large reduction factors for distant regions. Additionally, the data reduction is adapted to the visual importance of geometric objects. This allows us to maintain the visual fidelity of the representation while reducing most of the geometry drastically. With our system, we are able to interactively render very complex landscapes with good visual quality.