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Real-Time Rendering and Animating of Grass

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Part of the book series: Communications in Computer and Information Science ((CCIS,volume 325))

Abstract

Real-time rendering of grass scenes is challenging for the geometric complexity and great volume of data. In this paper, a combination approach of geometry-based, volume slice-based and image-based techniques for grass rendering is proposed. Different levels of detail (LOD) are sequentially applied depending on the distance between models and camera. Seamless transition between two levels of detail is attained by hybrid models and fade-out method. Grass distribution is managed by density and height map based on geographic information system (GIS) data. In this method, it is possible to effectively conduct the simulation of large-scale grass scenes in real-time. The movement of grass with the wind is considered as a single degree of freedom (SDOF) vibration system. We realize the grass animation with shader in real-time and obtain acceptable results.

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© 2012 Springer-Verlag Berlin Heidelberg

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Li, F., Ding, Y., Yan, J. (2012). Real-Time Rendering and Animating of Grass. In: Xiao, T., Zhang, L., Fei, M. (eds) AsiaSim 2012. AsiaSim 2012. Communications in Computer and Information Science, vol 325. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-34387-2_34

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  • DOI: https://doi.org/10.1007/978-3-642-34387-2_34

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-34386-5

  • Online ISBN: 978-3-642-34387-2

  • eBook Packages: Computer ScienceComputer Science (R0)

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