Rendering System for Large-Scale Grass | IEEE Conference Publication | IEEE Xplore

Rendering System for Large-Scale Grass


Abstract:

Grass is one of the nature elements that is difficult to render in real-time due to its geometric complexity and the large coverage area. Realistic simulation of grass is...Show More

Abstract:

Grass is one of the nature elements that is difficult to render in real-time due to its geometric complexity and the large coverage area. Realistic simulation of grass is one of the challenging topics in computer graphics. In this paper, a rendering system for large-scale grass is presented and implemented. Not only does this system provide high efficient scene rendering method for grass, but also it supports extendable architecture. We discussed the general architecture of this system and the key techniques for modeling and rendering of large-scale grass. Experimental results show that this system can produce realistic grass and has interactive frame rate.
Date of Conference: 11-13 December 2009
Date Added to IEEE Xplore: 28 December 2009
CD:978-1-4244-4507-3
Conference Location: Wuhan, China
No metrics found for this document.

I. Introduction

Modeling and rendering of grass in natural scenes plays an important role in virtual reality and computer games. In outdoors, grass usually span entire fields in large numbers, the real-time rendering of large-scale grass with fine representing is impossible. Some methods use very sparse geometry to depict the grass, this extremely impact their believability. So far, the realistic modeling and rendering of grass in real-time is also a hot topic for graphic community, we need to search a balanced tradeoff policy between visual realism and rendering cost.

Usage
Select a Year
2025

View as

Total usage sinceJan 2011:146
01234JanFebMarAprMayJunJulAugSepOctNovDec300000000000
Year Total:3
Data is updated monthly. Usage includes PDF downloads and HTML views.
Contact IEEE to Subscribe

References

References is not available for this document.