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Rendering Forest Scenes in Real-Time EGSR 2004 Philippe Decaudin Fabrice Neyret GRAVIR/IMAG-INRIA, Grenoble, France
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2Rendering Forest Scenes in Real-TimeEGSR 2004 Rendering Forest Scenes in Real-Time: Previous 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
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3Rendering Forest Scenes in Real-TimeEGSR 2004 Rendering Forest Scenes in Real-Time: Previous work Points Objects = distribution of discs [Levoy, Whitted - 85] [Pfister et al - SIG’00] [Rusinkiewicz et al - SIG’00] [Stamminger, Drettakis - EWR’01] [Dachsbacher et al - SIG’03] … + adaptive + adaptive - aliasing - aliasing (-) cost = 1 transformed vertex / point [Stamminger Drettakis 01]
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4Rendering Forest Scenes in Real-TimeEGSR 2004 Rendering Forest Scenes in Real-Time: Previous work Volumetric textures Volumetric densities to represent fuzzy material [Kajiya, Kay - SIG’89] [Neyret - GI’95 TVCG’98] [Meyer, Neyret - EWR’98] [Lengyel et al - EWR’01] … + few polygons, more textures + easy to filter - repetitive tiling - slicing might be visible pattern
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5Rendering Forest Scenes in Real-TimeEGSR 2004 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 1. Avoid pattern mapping repetition 2. Avoid view dependant artifacts 3. Adapted to the distance
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6Rendering Forest Scenes in Real-TimeEGSR 2004 1. Making volumetric texture aperiodic Avoids repetitivity Requires a set of edge-compatible patterns Aperiodic mapping [Stam - 97] [Neyret, Cani - SIG’99] [Cohen et al - SIG’03]
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7Rendering Forest Scenes in Real-TimeEGSR 2004 1. Making volumetric texture aperiodic Storing the patterns Hardware friendly + one texture + one texture + wrap + wrap + compliant with min and mag filtering + compliant with min and mag filtering v u
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8Rendering Forest Scenes in Real-TimeEGSR 2004 1. Making volumetric texture aperiodic Shape of a forest pattern: a prism We build a set of edge-compatible prisms, that we call Texcells
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9Rendering Forest Scenes in Real-TimeEGSR 2004 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… Slices Terrain Texcell
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10Rendering Forest Scenes in Real-TimeEGSR 2004 2. Our slicing scheme Slices parallel to the terrain : artifacts Slicing is visible at grazing angles Too transparent Too blurred Silhouette texcells Opacity adjustment Anisotropic filtering LOD
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11Rendering Forest Scenes in Real-TimeEGSR 2004 2. Our slicing scheme 2 kinds of texcells Regular texcells Sliced parallel to the ground Set of 2D textures Good quality and efficiency except at the silhouette Silhouette texcells Sliced "parallel" to the screen 3D texture More expensive used near the landscape silhouette
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12Rendering Forest Scenes in Real-TimeEGSR 2004 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
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13Rendering Forest Scenes in Real-TimeEGSR 2004 3. LOD scheme For regular texcells Texture set: 2D textures + MIP-map For silhouette texcells We fit the slicing rate to the MIP-map level of the 3D texture
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14Rendering Forest Scenes in Real-TimeEGSR 2004 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
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15Rendering Forest Scenes in Real-TimeEGSR 2004 Results Seq #1 Seq #1 ~2300 trees 570 texcells with 4 trees/texcell ~30 fps 640x480 (P4 1.7GHz, GeForceFX 5800) Seq #2 Seq #2 ~37000 trees 9200 texcells with 4 trees/texcell ~20 fps 640x480 (P4 1.7GHz, GeForceFX 5800)
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16Rendering Forest Scenes in Real-TimeEGSR 2004 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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