Rendering of trees and vegetation

Slides:



Advertisements
Similar presentations
1GR2-00 GR2 Advanced Computer Graphics AGR Lecture 9 Adding Realism Through Texture.
Advertisements

Exploration of advanced lighting and shading techniques
COMPUTER GRAPHICS SOFTWARE.
Exploration of bump, parallax, relief and displacement mapping
4.9. P ARTICLE E FFECTS Use of particle effects within games.
Week 11 - Wednesday.  Image based effects  Skyboxes  Lightfields  Sprites  Billboards  Particle systems.
2.1. C OLLISION D ETECTION Overview. Collision detection is used within many types of application, e.g. from robotics, through engineering simulations,
Real-Time Rendering TEXTURING Lecture 02 Marina Gavrilova.
UFCFX5-15-3Mobile Device Development Particle Systems.
Hardware Support for Non-photorealistic Rendering: A summary Paper last updated by Ramesh Raskar February 2002 Presented by Rachel Probert.
4.11. T REES AND V EGETATION Rendering of trees and vegetation.
Real-Time Rendering SPEACIAL EFFECTS Lecture 03 Marina Gavrilova.
Rasterization and Ray Tracing in Real-Time Applications (Games) Andrew Graff.
CS5500 Computer Graphics © Chun-Fa Chang, Spring 2007 CS5500 Computer Graphics April 19, 2007.
Computer Graphics (Fall 2005) COMS 4160, Lecture 16: Illumination and Shading 1
Fur and hair are not typically uniform in color but instead are many slightly different shades. We wanted to simulate this using a single texture map.
Advanced lighting and rendering Multipass rendering.
1cs426-winter-2008 Notes  RenderMan resources up on the website  We will be using Pixie this term Check on the website soon (installed on CS linux.
Real-time Rendering of Dynamic Vegetation Alexander Kusternig Vienna University Of Technology.
Procedural Terrain with Stochastic Trees. WITH MAX MORRIS, CORY GAGEL, MARK WOULFE.
What is ? Open Graphics Library A cross-language, multi-platform API for rendering 2D and 3D computer graphics. The API is used to interact with a Graphics.
Invitation to Computer Science 5th Edition
Interactive Rendering of Meso-structure Surface Details using Semi-transparent 3D Textures Vision, Modeling, Visualization Erlangen, Germany November 16-18,
Shading & Texture. Shading Flat Shading The process of assigning colors to pixels. Smooth Shading Gouraud ShadingPhong Shading Shading.
09/09/03CS679 - Fall Copyright Univ. of Wisconsin Last Time Event management Lag Group assignment has happened, like it or not.
TERRAIN SET09115 Intro to Graphics Programming. Breakdown  Basics  What do we mean by terrain?  How terrain rendering works  Generating terrain 
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
Computer Graphics and Multimedia Systems, University of Siegen, Germany 1 GPU-Based Responsive Grass Jens Orthmann, Christof Rezk-Salama, Andreas Kolb.
3D animation is rendered clip of animated 3D objects in a 3D environment. An example: Examples of movies released in 3D are Toy Story, Cars, Shrek, Wall-E,
4.1. R ENDERING Aspects of Game Rendering. From Wikipedia: Rendering is the process of generating an image from a model. The model is a description.
Maths & Technologies for Games DirectX 11 – New Features Tessellation & Displacement Mapping CO3303 Week 19.
Week 10:Rendering 1. In the last lecture we saw how to model objects and represent them as wireframe models. Wire frame models depict the outer hull of.
09/16/03CS679 - Fall Copyright Univ. of Wisconsin Last Time Environment mapping Light mapping Project Goals for Stage 1.
CSCE 552 Spring D Models By Jijun Tang. Triangles Fundamental primitive of pipelines  Everything else constructed from them  (except lines and.
Point Sprites Course Information CVG: Programming 4 My Name: Mark Walsh Website: Recommended.
Maths & Technologies for Games Advanced Graphics: Scene Post-Processing CO3303 Week
Local Illumination and Shading
Graphics Lecture 17: Slide 1 Interactive Computer Graphics Lecture 17: Fire.
Module 06 –environment mapping Module 06 – environment mapping Module 06 Advanced mapping techniques: Environment mapping.
Copyright © Curt Hill Meshes A Little More to Know.
Computer Graphics (Fall 2006) COMS 4160, Lecture 16: Illumination and Shading 1
Lecture Rendering pipeline, shaders and effects 1Elias Holmlid.
1 Geometry for Game. Geometry Geometry –Position / vertex normals / vertex colors / texture coordinates Topology Topology –Primitive »Lines / triangles.
Unity 3D Rolfe Bozier 24-Apr-2017
3D Rendering 2016, Fall.
Shaders, part 2 alexandri zavodny.
Aspects of Game Rendering
Alias/Autodesk Maya 第三組 林秉賢.
Graphics Processing Unit
3D Graphics Rendering PPT By Ricardo Veguilla.
CS475 3D Game Development Level Of Detail Nodes (LOD)
Understanding Theory and application of 3D
2.1. Collision Detection Overview.
Chapter 14 Shading Models.
Computer Animation System Overview
Introduction to Computer Graphics with WebGL
Chapter III Modeling.
Introduction to geometry instancing
Selective material rendering
Computer Graphics Module Overview
CS5500 Computer Graphics April 17, 2006 CS5500 Computer Graphics
Chapter XIV Normal Mapping
Computer Graphics Introduction to Shaders
Chapter 14 Shading Models.
Illumination Model 고려대학교 컴퓨터 그래픽스 연구실.
Illumination Model 고려대학교 컴퓨터 그래픽스 연구실.
Use of particle effects within games
Computer Animation Surface Materials.
Using billboards within games
Week 11 - Monday CS361.
Presentation transcript:

Rendering of trees and vegetation

Vegetation Rendering flora

Video not available in on-line slides

Grass Grass is typically rendered using (randomly) placed intersecting quads which are texture mapped and rendered with an alpha test. The grass quad are crossed (using a star-like configuration) to ensure good visual quality independent of the line of sight.

Grass Different alpha/depth tests can be used at runtime to suitably render a clump of grass quads and provide the appearance of densely packed grass.

Grass In a vertex shader the top two vertices of each quad can be animated (using a combination of sinusoidal waves) to provide a natural looking wave modelled motion due to wind effects. By having separate animation parameters for each cluster or clump of grass, more chaotic (i.e. natural) behaviour can be introduced.

Grass When lighting the grass, the quad’s normal may also be updated to reflect the grass movement. Alternatively, the colour change can be simulated by directly modifying the rendered colour based on the oscillations.

Trees Rendering trees

Video not available in on-line slides

Trees At a distance, a tree can be adequately rendered using a billboard or imposter. Up close, trees are typically separated into two different parts: solid component of the tree (trunk and branches) foliage or leaves. The trunk and the branches are represented using a triangle mesh. Leaves are represented using an image of a leaf group textured using a quad.

Minor branches can be approximated by simple polygon strips

Leaves are rendered as texture mapped quads

More sophisticated tree rendering deals with issues such as silhouette clipping

Or accurate leaf shadowing / lighting

Directed Reading Directed reading regarding trees and vegetation

Directed reading Directed reading: Read GPU Gems - Rendering Countless Blades of Waving Grass – for coverage of how to render grass Read Creation and Rendering of Realistic Trees – for an early paper on generating trees Read GPU Gems 3 - Next-Generation SpeedTree Rendering – for an exploration of current tree rendering approaches

To do: Summary Read the directed reading Today we explored: Overview of vegetation rendering Overview of tree rendering To do: Read the directed reading Think if you would like to implement either approach within your project