Interactive Grass Rendering in Real Time Using Modern OpenGL Features

Klemens Jahrmann
Interactive Grass Rendering in Real Time Using Modern OpenGL Features
[poster] [thesis]

Information

Abstract

Grass species are an important part of vegetation all over the world and can be found in all climatic zones. Therefore, grass can be found in almost all outside scenarios. Until today, there are only few sophisticated algorithms for rendering grass in real time due to the high amount of geometrical complexity. As a result, most algorithms visualize grass as a collection of billboards or use other image-based methods, which have problems dealing with animation or physical interaction. Another disadvantage of image-based methods is that they often have artifacts when viewed from specific angles, because they are just two-dimensional images embedded in three-dimensional space. In this thesis we will introduce a fully geometric approach of grass rendering working at interactive framerates. The algorithm is very generic and is able to be adjusted and extended in various ways in order to be applicable to most scenarios of rendering grass or grass-like vegetation.

Additional Files and Images

Additional images and videos

Additional files

Weblinks

No further information available.

BibTeX

@mastersthesis{JAHRMANN-2016-IGR,
  title =      "Interactive Grass Rendering in Real Time Using Modern OpenGL
               Features",
  author =     "Klemens Jahrmann",
  year =       "2016",
  abstract =   "Grass species are an important part of vegetation all over
               the world and can be found in all climatic zones. Therefore,
               grass can be found in almost all outside scenarios. Until
               today, there are only few sophisticated algorithms for
               rendering grass in real time due to the high amount of
               geometrical complexity. As a result, most algorithms
               visualize grass as a collection of billboards or use other
               image-based methods, which have problems dealing with
               animation or physical interaction. Another disadvantage of
               image-based methods is that they often have artifacts when
               viewed from specific angles, because they are just
               two-dimensional images embedded in three-dimensional space.
               In this thesis we will introduce a fully geometric approach
               of grass rendering working at interactive framerates. The
               algorithm is very generic and is able to be adjusted and
               extended in various ways in order to be applicable to most
               scenarios of rendering grass or grass-like vegetation.",
  month =      nov,
  address =    "Favoritenstrasse 9-11/186, A-1040 Vienna, Austria",
  school =     "Institute of Computer Graphics and Algorithms, Vienna
               University of Technology",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2016/JAHRMANN-2016-IGR/",
}