The algorithmic beauty of plants
The algorithmic beauty of plants
Multiresolution rendering of complex botanical scenes
Proceedings of the conference on Graphics interface '97
Hierarchical rendering of trees from precomputed multi-layer z-buffers
Proceedings of the eurographics workshop on Rendering techniques '96
Skip strips: maintaining triangle strips for view-dependent rendering
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Interactive multi-pass programmable shading
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A real-time procedural shading system for programmable graphics hardware
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Theory of Three Dimensional Computer Graphics
Theory of Three Dimensional Computer Graphics
Adaptive Real-Time Level-of-Detail-Based Rendering for Polygonal Models
IEEE Transactions on Visualization and Computer Graphics
Interactive Modeling of Plants
IEEE Computer Graphics and Applications
Efficient Implementation of Multiresolution Triangle Strips
ICCS '02 Proceedings of the International Conference on Computational Science-Part II
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One of the major challenges in developing techniques for realistic and high performance visualization of outdoor environments is rendering of vegetation. The greatest problem is that convincing modeling of trees, bushes and undergrowth requires very large numbers of polygons that exceed the limits posed by rendering hardware today (and in the near future). A number of methods have been proposed in the past to address the issue, most of which are variants of multi-resolution modeling and level-ofdetail algorithms. This paper reviews some of the landmark techniques used in real-time PC applications (mostly games and flight-simulators), and presents a solution that takes advantage of the programmable rendering pipelines available on most of the recent video cards. The algorithm uses view dependent 2.5 dimensional impostors to visualize trees in convincing quality for most levels of detail. Numeric results are presented to illustrate rendering efficiency, and specific, implementation related issues are also discussed.