Ralf Habel, Michael WimmerORCID iD, Stefan Jeschke
Instant Animated Grass
Journal of WSCG, 15(1-3):123-128, January 2007. [Preprint]

Information

  • Publication Type: Journal Paper with Conference Talk
  • Workgroup(s)/Project(s):
  • Date: January 2007
  • Journal: Journal of WSCG
  • Volume: 15
  • Number: 1-3
  • Note: ISBN 978-80-86943-00-8
  • Location: Plzen, CZ
  • Lecturer: Ralf Habel
  • ISSN: 1213-6972
  • Event: WSCG
  • Conference date: 29. January 2007 – 2. February 2007
  • Pages: 123 – 128
  • Keywords: Real-time Rendering, Natural Scene Rendering, Natural Phenomena, GPU Programming

Abstract

This paper introduces a technique for rendering animated grass in real time. The technique uses front-to-back compositing of implicitly defined grass slices in a fragment shader and therefore significantly reduces the overhead associated with common vegetation rendering systems. We also introduce a texture-based animation scheme that combines global wind movements with local turbulences. Since the technique is confined to a fragment shader, it can be easily integrated into any rendering system and used as a material in existing scenes.

Additional Files and Images

Additional images and videos

grass_screenshot: grass screenshot grass_screenshot: grass screenshot

Additional files

grass_shader: HLSL implementation of the grass shader grass_shader: HLSL implementation of the grass shader
grass_textures: Textures used in the paper grass_textures: Textures used in the paper
instant_animated_grass: Video of instant animated grass instant_animated_grass: Video of instant animated grass

Weblinks

No further information available.

BibTeX

@article{Habel_2007_IAG,
  title =      "Instant Animated Grass",
  author =     "Ralf Habel and Michael Wimmer and Stefan Jeschke",
  year =       "2007",
  abstract =   "This paper introduces a technique for rendering animated
               grass in real time. The technique uses front-to-back
               compositing of implicitly defined grass slices in a fragment
               shader and therefore significantly reduces the overhead
               associated with common vegetation rendering systems. We also
               introduce a texture-based animation scheme that combines
               global wind movements with local turbulences. Since the
               technique is confined to a fragment shader, it can be easily
               integrated into any rendering system and used as a material
               in existing scenes. ",
  month =      jan,
  journal =    "Journal of WSCG",
  volume =     "15",
  number =     "1-3",
  note =       "ISBN 978-80-86943-00-8",
  issn =       "1213-6972",
  pages =      "123--128",
  keywords =   "Real-time Rendering, Natural Scene Rendering, Natural
               Phenomena, GPU Programming",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2007/Habel_2007_IAG/",
}