Talks and Poster Presentations (with Proceedings-Entry):
K. Jahrmann, M. Wimmer:
"Responsive Real-Time Grass Rendering for General 3D Scenes";
Talk: ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games,
San Francisco, CA (invited);
- 2017-02-27; in: "Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games",
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.
"Official" electronic version of the publication (accessed through its Digital Object Identifier - DOI)
Electronic version of the publication:
Created from the Publication Database of the Vienna University of Technology.