Information
- Publication Type: Conference Paper
- Workgroup(s)/Project(s):
- Date: February 2017
- ISBN: 978-1-4503-4886-7
- Publisher: ACM
- Location: San Francisco, CA
- Lecturer: Klemens Jahrmann
- Event: I3D 2017
- Booktitle: Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
- Conference date: 25. February 2017 – 27. February 2017
- Pages: 6:1 – 6:10
- Keywords: real-time rendering, grass rendering, hardware tessellation
Abstract
Grass plays an important role in most natural environments. Most interactive applications use image-based techniques to approximate fields of grass due to the high geometrical complexity, leading to visual artifacts. In this paper, we propose a grass-rendering technique that is capable of drawing each blade of grass as geometrical object in real time. Accurate culling methods together with an adaptable rendering pipeline ensure that only the blades of grass that are important for the visual appearance of the field of grass are rendered. In addition, we introduce a physical model that is evaluated for each blade of grass. This enables that a blade of grass can react to its environment by calculating the influence of gravity, wind and collisions. A major advantage of our approach is that it can render fields of grass of arbitrary shape and spatial alignment. Thus, in contrast to previous work, the blades of grass can be placed on any 3D model, which is not required to be a flat surface or a height map.Additional Files and Images
Weblinks
No further information available.BibTeX
@inproceedings{JAHRMANN-2017-RRTG, title = "Responsive Real-Time Grass Rendering for General 3D Scenes", author = "Klemens Jahrmann and Michael Wimmer", year = "2017", abstract = "Grass plays an important role in most natural environments. Most interactive applications use image-based techniques to approximate fields of grass due to the high geometrical complexity, leading to visual artifacts. In this paper, we propose a grass-rendering technique that is capable of drawing each blade of grass as geometrical object in real time. Accurate culling methods together with an adaptable rendering pipeline ensure that only the blades of grass that are important for the visual appearance of the field of grass are rendered. In addition, we introduce a physical model that is evaluated for each blade of grass. This enables that a blade of grass can react to its environment by calculating the influence of gravity, wind and collisions. A major advantage of our approach is that it can render fields of grass of arbitrary shape and spatial alignment. Thus, in contrast to previous work, the blades of grass can be placed on any 3D model, which is not required to be a flat surface or a height map.", month = feb, isbn = "978-1-4503-4886-7", publisher = "ACM", location = "San Francisco, CA", event = "I3D 2017", booktitle = "Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games", pages = "6:1--6:10", keywords = "real-time rendering, grass rendering, hardware tessellation", URL = "https://www.cg.tuwien.ac.at/research/publications/2017/JAHRMANN-2017-RRTG/", }