Abstract
Real-time rendering of grass scenes is challenging for the geometric complexity and great volume of data. In this paper, a combination approach of geometry-based, volume slice-based and image-based techniques for grass rendering is proposed. Different levels of detail (LOD) are sequentially applied depending on the distance between models and camera. Seamless transition between two levels of detail is attained by hybrid models and fade-out method. Grass distribution is managed by density and height map based on geographic information system (GIS) data. In this method, it is possible to effectively conduct the simulation of large-scale grass scenes in real-time. The movement of grass with the wind is considered as a single degree of freedom (SDOF) vibration system. We realize the grass animation with shader in real-time and obtain acceptable results.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
Similar content being viewed by others
References
Reeves, W.T., Blau, R.: Approximate and Probabilistic Algorithms for Shading and Rendering Structured Particle Systems. In: Computer Graphics (SIGGRAPH 1985 Proceedings), vol. 19(3), pp. 313–322 (1985)
Kajiya, J.T., Kay, T.L.: Rendering Fur with Three Dimensional Textures. In: Computer Graphics (SIGGRAPH 1989 Proceedings), vol. 23(3), pp. 271–289 (1989)
Habel, R., Wimmer, M., Jeschke, S.: Instant Animated Grass. Journal of WSCG 15(1), 123–128 (2007)
Li, C., Guo, X., Lu, S., Wen, W.: Real-time Simulation of Meadow. In: Proceedings of the 7th International Conference on Simulation and Scientific Computing, pp. 1205–1207. IEEE Society, Chengdu (2008)
Perbet, F., Cani, M.-P.: Animating prairies in real-time. In: Proceedings of the 2001 symposium on Interactive 3D Graphics, pp. 103–110. IEEE Society, Chapel Hill (2001)
Decoret, X., Durand, F., Sillion, F.X., Dorsey, J.: Billboard Clouds for Extreme Model Simplification. ACM Trans. Graph 22, 689–696 (2003)
Neyret, F.: A General and Multiscale Model for Volumetric Textures. In: Proceedings of Graphics Interface, vol. 95, pp. 83–91 (1995)
Neyret, F.: Synthesizing Verdant Landscapes using Volumetric Textures. In: Pueyo, X., Schröder, P. (eds.) Rendering Techniques 1996, pp. 215–224, 291. Springer, Wien (1996)
Perbet, F., Cani, M.-P.: Animating prairies in real-time. In: I3D 2001: Proceedings of the 2001 Symposium on Interactive 3D graphics, New York, USA, pp. 103–110 (2001)
Orthmann, J., Rezk-Salama, C., Kolb, A.: GPU-based Responsive Grass. Journal of WSCG 2009 (2009)
Guerraz, S., Perbet, F., Raulo, D., Faure, F., Cani, M.-P.: A Procedural Approach to Animate Interactive Natural Sceneries. In: Proceedings of the 10th International Conference on Computer Animation and Social Agents, pp. 73–78. IEEE Society, Washington DC (2003)
Boulanger, K., Pattanaik, S.N., Bouatouch, K.: Rendering Grass in Real Time with Dynamic Lighting. IEEE Computer Graphics and Applications 29(1), 32–41 (2009)
Zhao, X., Li, F., Zhan, S.: Real-time Animating and Rendering of Large Scale Grass Scenery on GPU. In: 2009 International Conference on Information Technology and Computer Science, pp. 601–604 (2009)
Wang, C., Wang, Z., Zhou, Q., Song, C., Guan, Y., Peng, Q.: Dynamic Modeling and Rendering of Grass Wagging in Wind. Computer Animation and Virtual Worlds 16(3-4), 377–389 (2005)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2012 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
Li, F., Ding, Y., Yan, J. (2012). Real-Time Rendering and Animating of Grass. In: Xiao, T., Zhang, L., Fei, M. (eds) AsiaSim 2012. AsiaSim 2012. Communications in Computer and Information Science, vol 325. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-34387-2_34
Download citation
DOI: https://doi.org/10.1007/978-3-642-34387-2_34
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-34386-5
Online ISBN: 978-3-642-34387-2
eBook Packages: Computer ScienceComputer Science (R0)