Information
- Publication Type: Conference Paper
- Workgroup(s)/Project(s):
- Date: February 2017
- Booktitle: Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
- Date (from): 25. February 2017
- Date (to): 27. February 2017
- Event: I3D 2017
- ISBN: 978-1-4503-4886-7
- Lecturer: Klemens Jahrmann
- Location: San Francisco, CA
- Pages (from): 6:1
- Pages (to): 6:10
- Publisher: ACM
- 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.
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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,
booktitle = "Proceedings of the 21st ACM SIGGRAPH Symposium on
Interactive 3D Graphics and Games",
event = "I3D 2017",
isbn = "978-1-4503-4886-7",
location = "San Francisco, CA",
publisher = "ACM",
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/",
}