Rendering Forest Scenes in Real-Time

Rendering Techniques (Eurographics Symposium on Rendering - EGSR), page 93--102 - june 2004
Download the publication : RealtimeForest_egsr04.pdf [7.4Mo]   RealtimeForest_Slides_EGSR04.ppt [4Mo]  

Forests are crucial for scene realism in applications such as flight simulators. This paper proposes a new representation allowing for the real-time rendering of realistic forests covering an arbitrary terrain. It lets us produce dense forests corresponding to continuous non-repetitive fields made of thousands of trees with full parallax.

Our representation draws on volumetric textures and aperiodic tiling: the forest consists of a set of edge-compatible prisms containing forest samples which are aperiodically mapped onto the ground. The representation allows for quality rendering, thanks to appropriate 3D non-linear filtering. It relies on LODs and on a GPU-friendly structure to achieve real-time performance.

Dynamic lighting and shadowing are beyond the scope of this paper. On the other hand, we require no advanced graphics feature except 3D textures and decent fill and vertex transform rates. However we can take advantage of vertex shaders so that the slicing of the volumetric texture is entirely done on the GPU.


Keywords:
real-time rendering, natural scenes, 3D textures, aperiodic tiling, volumetric rendering, slicing, texcells.

Images and movies

 

See also

- Other images and results Other images, details and results
- Movie Video (34 Mb, divx)
- Paper Paper (7 Mb, adobe reader), Presentation Presentation (4 Mb, powerpoint viewer)
- GPU-Based Lighting and Shadowing of Complex Natural Scenes
- Philippe Decaudin, Fabrice Neyret

BibTex references

@InProceedings\{DN04,
  author       = "Decaudin, Philippe and Neyret, Fabrice",
  title        = "Rendering Forest Scenes in Real-Time",
  booktitle    = "Rendering Techniques (Eurographics Symposium on Rendering - EGSR)",
  pages        = "93--102",
  month        = "june",
  year         = "2004",
  keywords     = "real-time rendering, natural scenes, 3D textures, aperiodic tiling, volumetric, slicing, texcells",
  url          = "http://www-evasion.imag.fr/Publications/2004/DN04"
}

Other publications in the database

» Philippe Decaudin : in lab LJK base , in team EVASION base
» Fabrice Neyret : in lab LJK base , in team EVASION base