Responsive Real-Time Grass Rendering for General 3D Scenes

Klemens Jahrmann, Michael Wimmer
Responsive Real-Time Grass Rendering for General 3D Scenes
In Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, pages 6:1-6:10. February 2017.
[draft]

Information

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/",
}