Rendering fur with three dimensional textures
SIGGRAPH '89 Proceedings of the 16th 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
Synthesizing verdant landscapes using volumetric textures
Proceedings of the eurographics workshop on Rendering techniques '96
Realistic modeling and rendering of plant ecosystems
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Simulation of wrinkled surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
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
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
Hardware accelerated per-pixel displacement mapping
GI '04 Proceedings of the 2004 Graphics Interface Conference
Volumetric reconstruction and interactive rendering of trees from photographs
ACM SIGGRAPH 2004 Papers
Automatic Extraction of Buildings Utilizing Geometric Features of a Scanned Topographic Map
ICPR '04 Proceedings of the Pattern Recognition, 17th International Conference on (ICPR'04) Volume 3 - Volume 03
Real-time relief mapping on arbitrary polygonal surfaces
Proceedings of the 2005 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2005 Papers
Real-time shadowing techniques
ACM SIGGRAPH 2004 Course Notes
Dynamic parallax occlusion mapping with approximate soft shadows
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Point-based rendering of trees
NPH'05 Proceedings of the First Eurographics conference on Natural Phenomena
Rendering forest scenes in real-time
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Geospecific rendering of alpine terrain
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Hybrid rendering of dynamic heightfields using ray-casting and mesh rasterization
Proceedings of Graphics Interface 2010
Real-time Realistic Rendering and Lighting of Forests
Computer Graphics Forum
A compact random-access representation for urban modeling and rendering
ACM Transactions on Graphics (TOG)
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This paper demonstrates the simple yet effective usage of height fields for interactive landscape visualizations using a ray casting approach implemented in the pixel shader of modern graphics cards. The rendering performance is output sensitive, i.e., it scales with the number of pixels rather than the complexity of the landscape. Given a height field of a terrain and a topographic map or similar data as input, the vegetation cover is extracted and stored on top of the height field in a preprocess, enhancing the terrain with forest canopies or other mesostructure. In addition, enhanced illumination models like shadowing and ambient occlusion can be calculated at runtime with reasonable computational cost, which greatly enhances the scene realism. Finally, including the presented technique into existing rendering systems is relatively simple, mainly consisting of data preparation and pixel shader programming.