Creation and rendering of realistic trees
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Reflectance and texture of real-world surfaces
ACM Transactions on Graphics (TOG)
Realistic, hardware-accelerated shading and lighting
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Particle Systems—a Technique for Modeling a Class of Fuzzy Objects
ACM Transactions on Graphics (TOG)
Animating prairies in real-time
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive visualization of complex plant ecosystems
Proceedings of the conference on Visualization '02
Interactive Rendering of Trees with Shading and Shadows
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
View-dependent displacement mapping
ACM SIGGRAPH 2003 Papers
Efficient and realistic visualization of cloth
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
TensorTextures: multilinear image-based rendering
ACM SIGGRAPH 2004 Papers
Level-of-detail representation of bidirectional texture functions for real-time rendering
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Rendering forest scenes in real-time
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Rendering grass terrains in real-time with dynamic lighting
ACM SIGGRAPH 2006 Sketches
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
Cross-modal affects of smell on the real-time rendering of grass
Proceedings of the 25th Spring Conference on Computer Graphics
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The absence of accurately rendered grass in real-time applications such as games and simulation systems can be directly attributed to the massive amounts of geometry required to model grass patches. This in turn is responsible for the drastic increase in the computational complexity of light transport for global illumination. Our work attempts to fill the void by presenting an image-based algorithm for interactive rendering of realistic-looking grass. A bidirectional texture function (BTF) is constructed and employed in combination with a view-dependent depth map to synthesize a grass texture for given viewing and illumination conditions. In addition to the visual effects captured by BTFs, our method is able to produce grass silhouettes as well as account for external occluders such as rocks and other objects scattered over a grass field.