Corpus ID: 3094800

GPU-based responsive grass

@inproceedings{Jens2009GPUbasedRG,
  title={GPU-based responsive grass},
  author={O. Jens and C. R. Salama and A. Kolb},
  year={2009}
}
Large natural environments are often essential for todays computer games. Interaction with the environment is widely implemented in order to satisfy the player’s expectations of a living scenery and to help increasing the immersion of the player. Within this context our work describes an efficient way to simulate a responsive grass layer with todays graphics cards in real-time. Clumps of grass are approximated by two billboard representations. GPU-based distance maps of scene objects are… Expand

Figures from this paper

Responsive real-time grass rendering for general 3D scenes
TLDR
A grass-rendering technique that is capable of drawing each blade of grass as geometrical object in real time and can render fields of grass of arbitrary shape and spatial alignment, in contrast to previous work. Expand
GPU-Based Rendering and Collision Simulation of Ground Vegetation in Large-Scale Virtual Scenarios
The user's immersion is highly related to the visual aspects of virtual scenarios. Thus, it is imperative for such applications the rendering of ground vegetation with high fidelity. However, theExpand
GPU-Based Rendering and Collision Simulation of Ground Vegetation in Large-Scale Virtual Scenarios
TLDR
The results show that the proposed approach is capable of handling ground vegetation for large-scale scenarios, ensuring a pleasant visual with low processing and storage costs. Expand
Dynamic Simulation of Grass Field Swaying in Wind
TLDR
This paper proposes a method for dynamic simulation of grass field swaying in wind that can realistically render the animated grass scenes in wind, but also can support the variable wind field. Expand
A simulation on grass swaying with dynamic wind force
TLDR
A simple yet effective grass model is presented that enables the real-time simulation of grass swaying mimicking real-world grass motions under dynamic wind force and scales well to large grass field such as a meadow. Expand
Real-time animation of grass
TLDR
A procedural approach to handle grass-object and grass-wind interactions which directly updates the bending angle and the bending velocity of the grass that collides with the object and wind is proposed. Expand
Real-Time Rendering and Animating of Grass
TLDR
In this paper, a combination approach of geometry-based, volume slice-based and image-based techniques for grass rendering is proposed and it is possible to effectively conduct the simulation of large-scale grass scenes in real-time. Expand
Animating 3D vegetation in real-time using a 2D approach
TLDR
A 2D approach for real-time animation of vegetation in 3D scenes, especially suitable for simulating wind effects on 3D vegetation fields with densely leaved foliage, which can produce natural looking motions of vegetation swaying in wind comparable with existing commercial software. Expand
A Simple Method to Animate Vegetation in Images Using Simulation-Guided Grid-Based Warping
  • Kan Chen, H. Johan
  • Computer Science
  • 2013 International Conference on Computer-Aided Design and Computer Graphics
  • 2013
TLDR
The proposed method enables users to interactively animate vegetation in real-time and produce natural-looking output motions comparable with real cartoons, suitable for simulating vegetation-wind interaction for a dense vegetation field which exhibit non-rigid property. Expand
Interactive authoring of bending and twisting motions of short plants using hand gestures
TLDR
An approach to interactively author the bending and twisting motions of short plants using hand gestures, especially suitable for grass, flowers, and leaves, which is accessible to non‐expert users and suitable for fast prototyping and authoring specific motions ofShort plants such as in cartoons. Expand
...
1
2
...

References

SHOWING 1-10 OF 56 REFERENCES
Rendering Grass in Real Time with Dynamic Light Sources
Since grass is very abundant on the Earth's surface, it is an important element of natural 3D scenes. Real-time realistic rendering of grass has always been difficult due to the huge number of grassExpand
A procedural approach to animate interactive natural sceneries
TLDR
This paper improves the prairie model of [I I I] by enabling the on-the-fly generation of blades of grass, at three different levels of detail, from user-specified density maps. Expand
CULLIDE: interactive collision detection between complex models in large environments using graphics hardware
We present a novel approach for fast collision detection between multiple deformable and breakable objects in a large environment using graphics hardware. Our algorithm takes into account lowExpand
Hardware-based simulation and collision detection for large particle systems
TLDR
A full GPU implementation using fragment shaders of both the simulation and rendering of a dynamically-growing particle system and a GPU-based parallel sorting algorithm is introduced that can be used to perform a depth sorting of the particles for correct alpha blending. Expand
Quick-CULLIDE: fast inter- and intra-object collision culling using graphics hardware
TLDR
A fast collision culling algorithm for performing inter-and intra-object collision detection among complex models using graphics hardware and a novel visibility-based classification scheme to compute potentially-colliding and collision-free subsets of objects and primitives, which considerably improves the culling performance. Expand
Real-Time Collision Detection
TLDR
The book provides the tools and know-how needed to implement industrial-strength collision detection for the highly detailed dynamic environments of applications such as 3D games, virtual reality applications, and physical simulators. Expand
GPU Gems 3
The GPU Gems series features a collection of the most essential algorithms required by Next-Generation 3D Engines.Martin Mittring, Lead Graphics Programmer, CrytekThis third volume of theExpand
Real-time rendering
TLDR
The second edition of "Real-Time Rendering" is a blend of solid theory and practical advice, useful for students, professionals, and hobbyists alike. Expand
Production-Ready Global Illumination
TLDR
This chapter will cover how Industrial Light and Magic (ILM) uses Reflection Occlusion and Ambient Environment techniques to integrate aspects of global illumination into the authors' standard RenderMan pipeline and show that when used together these two techniques have given us an integrated solution for realistically lighting scenes. Expand
Interactive Animation of Cloth Including Self Collision Detection
TLDR
An algorithm which replaces the internal cloth forces by several constraints and therefore can easily take large time steps is described, which can be parameterized to generate different behavior of the simulated cloth. Expand
...
1
2
3
4
5
...