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Real-time Rendering of Dynamic Vegetation Alexander Kusternig Vienna University Of Technology
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Overview Physically based lighting Wind Animation Convincing pictures at high frame rates Alexander Kusternig 2
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Physically based lighting
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The difficulties of leaf rendering Geometric complexity Translucency and indirect lighting Detailed microstructure
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Leaf Rendering State of the Art Much work done on LODs Leaves often simplified as oriented billboards Alexander Kusternig 5 PRT techniques –Impressive results –Create huge data sets –Static geometry
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Our Method [1] Photographing leaves –Diffuse illumination –Translucency color 3D scanning –Actual leaf geometry
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4 Textures per leaf side: Diffuse ColorNormalHL2 MapTranslucency Our Method [2]
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Our Method [3] HL2 texture maps –PRT technique –To calculate translucency The “Half Life 2” basis –Works in tangent space –Local per leaf –No costly transformation –Only 3 coefficients 8
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Direct Illumination: –Cook-Torrance Specular Model –Normal Mapping –Shadow Mapping Indirect Illumination: –Pre-baked Ambient Occlusion –Per vertex Our Method [4]
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Wind animation
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Animation State of the Art [1] Bone animation –Procedural generation –Physical models Pre-baking key frames and interpolating Mass spring models Alexander Kusternig 13
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Animation State of the Art [2] Fastest and most flexible implementations currently used by games Per Vertex displacement Weights hand-painted Many limitations exist: Not suitable for strong wind Only possible for trees with 1 long straight stem
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Our Method [1] Take best from both worlds –Physically based branch bending –Fast per vertex animation Animation completely on the GPU –Animation data baked into vertex streams –Per-branch data baked into textures –Motion data from noise textures Alexander Kusternig 15
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Computation of a branching hierarchy Our Method [2] –Suitable for all plants –Branches calculated automatically from model –Weights propagated through hierarchy –Up to 4 levels
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Our Method [3] User-friendly! –Use model data from standard tree generation package (Nat FX, XFrog...) –Tweakable by adjusting a few parameters
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Advantages: –Completely handled by GPU –Scales linearly with number of vertices –Non-linear bending of branches –Every leaf is animated individually Our Method [4]
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Implementation
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Implementation [1] State of the art rendering pipeline: DX10 HDR pipeline –Tonemapper tuned for post-processing Real-time illumination changes –Preetham Skylight model –Shadow mapping –Light shafts Alexander Kusternig 20
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Implementation [2] Performance: ~70000 Triangles for branches ~12000 Leaves >300 MB of static textures 80-100 FPS on Geforce 8800 GTX Alexander Kusternig 21
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Future Work Sophisticated level of detail rendering Grass rendering Tree generation Alexander Kusternig 22
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Alexander Kusternig23 Thanks for your attention
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Real-time Rendering of Dynamic Vegetation Alexander Kusternig Vienna University Of Technology
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