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Rendering Forest Scenes in Real-Time

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Rendering Forest Scenes in Real-Time. EGSR 2004. Philippe Decaudin Fabrice Neyret ... Better culling. Dynamic lighting and shadowing [Poster at Siggraph 2004] ... – PowerPoint PPT presentation

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Title: Rendering Forest Scenes in Real-Time


1
Rendering Forest Scenes in Real-Time
Philippe Decaudin Fabrice Neyret
GRAVIR/IMAG-INRIA, Grenoble, France
  • EGSR 2004

2
Rendering 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

3
Rendering 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
4
Rendering 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

5
Our 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

6
1. Making volumetric texture aperiodic
  • Aperiodic mapping
  • Avoids repetitivity
  • Requires a set of edge-compatible patterns

7
1. Making volumetric texture aperiodic
  • Storing the patterns

Hardware friendly one texture wrap
compliant withmin and mag filtering
8
1. Making volumetric texture aperiodic
  • Shape of a forest pattern a prism
  • We build a set of edge-compatible prisms,
  • that we call Texcells

9
2. 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
10
2. Our slicing scheme
  • Slices parallel to the terrain artifacts

? Silhouette texcells
? Anisotropic filtering
? Opacity adjustment
11
2. Our slicing scheme
  • 2 kinds of texcells

12
2. Our slicing scheme silhouette texcells
  • Tilting the slices
  • Vertices are moved vertically, no new vertices
    are created
  • Can be done by a vertex program

13
3. LOD scheme
  • For silhouette texcells
  • We fit the slicing rate to the MIP-map level of
    the 3D texture

14
Results
  • 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

15
Results
16
Conclusion 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
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