Title: Rendering Forest Scenes in RealTime
1Rendering Forest Scenes in Real-Time
Philippe Decaudin Fabrice Neyret
GRAVIR/IMAG-INRIA, Grenoble, France
2Rendering Forest Scenes in Real-TimePrevious
work
- Billboards
- Textured quad facing camera,or cross
- Widely used by applications
- Flight simulators, Games,
- efficiency
- - no parallax, popping
- Simplified textured trees
- parallax, 3D consistency
- - more expensive
3Rendering Forest Scenes in Real-TimePrevious
work
- Points
- Objects distribution of discs
- Levoy, Whitted - 85
- Pfister et al - SIG00 Rusinkiewicz et al -
SIG00 - Stamminger, Drettakis - EWR01 Dachsbacher
et al - SIG03 -
- adaptive
- - aliasing
- (-) cost 1 transformed vertex / point
Stamminger Drettakis 01
4Rendering Forest Scenes in Real-TimePrevious
work
- Volumetric textures
- Volumetric densities to represent fuzzy material
- Kajiya, Kay - SIG89
- Neyret - GI95?TVCG98
- Meyer, Neyret - EWR98
- Lengyel et al - EWR01
-
- few polygons, more textures
- easy to filter
- - repetitive tiling
- - slicing might be visible
5Our approach
- Goal
- Render dense forests
- In real-time
- With good visual quality
- Smooth during a flyover
- Assumption forests are viewed from a distance
- Approach improved real-time volumetric textures
- Avoid pattern mapping repetition
- Avoid view dependant artifacts
- Adapted to the distance
61. Making volumetric texture aperiodic
- Avoids repetitivity
- Requires a set of edge-compatible patterns
71. Making volumetric texture aperiodic
Hardware friendly one texture wrap
compliant withmin and mag filtering
81. Making volumetric texture aperiodic
- Shape of a forest pattern a prism
- We build a set of edge-compatible prisms,
- that we call Texcells
92. Our slicing scheme
- Volumetric data cannot be rendered directly by
GPU - Rendered using textured slices
- The simplest slicing scheme
- Slices parallel to the terrain
- But suffer from artifacts
Texcell
Slices
Terrain
102. Our slicing scheme
- Slices parallel to the terrain artifacts
? Silhouette texcells
? Anisotropic filtering
? Opacity adjustment
112. Our slicing scheme
122. Our slicing scheme silhouette texcells
- Tilting the slices
- Vertices are moved vertically, no new vertices
are created - Can be done by a vertex program
133. LOD scheme
- For silhouette texcells
- We fit the slicing rate to the MIP-map level of
the 3D texture
14Results
- Texcells
- 128 slices of 256x256 textures? 12 Mb of
compressed texture - 20 trees / texture
- Aperiodically mapped
- Shading
- precomputed and stored in the textures
- pseudo-shading corresponding to the lighting of
the terrain
15Results
16Conclusion future work
- A scheme for quality real-time volumetric
textures - Coupled with an aperiodic mapping scheme
- Correct filtering of the volumetric data
- Full parallax effects
- Well suited to represent and render dense forests
- Texcells can be mixed with other representations
- Future work
- Better culling
- Dynamic lighting and shadowing
- Poster at Siggraph 2004
- Maximize the use of the GPU