Current real time grass implementations are ill-suited for the task of rendering short lawns effectively and cheaply. We present a method using dynamic texture creation. We represent a patch of grass by a special bitmap termed the Grass Source Map . Much the same way height maps supply the information used to generate a terrain, this map effectively supplies the blueprints for building the geometry we use for a square patch of lawn. We propose a method for building, sorting and rendering the geometry this map represents using vertex shaders. Instead of rendering the geometry to our scene however, we render to an off screen target surface, producing a tiling 2D texture termed the Grass Map.” This texture map is mapped over an arbitrary ter...
There is enough rendering power to draw more than only simple indoor scenes today and it can produce...
International audienceThis paper presents a method for animating and rendering an interactive natura...
International audienceWe present a method to populate very large terrains with very detailed feature...
The authors present a real-time grass rendering technique that works for large, arbitrary terrains w...
Grass is an integral part of most of the outdoor scenes. In the real world, grass occurs in big numb...
Since grass is very abundant on the Earth's surface, it is an important element of natural 3D scenes...
The absence of accurately rendered grass in real-time applications such as games and simulation syst...
Grass rendering is needed for many outdoor scenes, but for real-time applications, rendering each bl...
Since grass is very abundant on the Earth's surface, it is an important element of natural 3D scenes...
This paper introduces a technique for rendering animated grass in real time. The technique uses fron...
Since grass is abundant on our planet it plays an important role in the rendering of many different ...
This paper introduces a technique for rendering animated grass in real time. The technique uses fron...
Recently, public displays such as liquid crystal displays (LCDs) are often used in urban green space...
Large natural environments are often essential for todays computer games. Interaction with the envir...
To render outdoor scenes with lots of vegetation in real time is a big challenge. This problem has i...
There is enough rendering power to draw more than only simple indoor scenes today and it can produce...
International audienceThis paper presents a method for animating and rendering an interactive natura...
International audienceWe present a method to populate very large terrains with very detailed feature...
The authors present a real-time grass rendering technique that works for large, arbitrary terrains w...
Grass is an integral part of most of the outdoor scenes. In the real world, grass occurs in big numb...
Since grass is very abundant on the Earth's surface, it is an important element of natural 3D scenes...
The absence of accurately rendered grass in real-time applications such as games and simulation syst...
Grass rendering is needed for many outdoor scenes, but for real-time applications, rendering each bl...
Since grass is very abundant on the Earth's surface, it is an important element of natural 3D scenes...
This paper introduces a technique for rendering animated grass in real time. The technique uses fron...
Since grass is abundant on our planet it plays an important role in the rendering of many different ...
This paper introduces a technique for rendering animated grass in real time. The technique uses fron...
Recently, public displays such as liquid crystal displays (LCDs) are often used in urban green space...
Large natural environments are often essential for todays computer games. Interaction with the envir...
To render outdoor scenes with lots of vegetation in real time is a big challenge. This problem has i...
There is enough rendering power to draw more than only simple indoor scenes today and it can produce...
International audienceThis paper presents a method for animating and rendering an interactive natura...
International audienceWe present a method to populate very large terrains with very detailed feature...