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Real-time rendering of realistic-looking grass

Published:29 November 2005Publication History

ABSTRACT

The absence of accurately rendered grass in real-time applications such as games and simulation systems can be directly attributed to the massive amounts of geometry required to model grass patches. This in turn is responsible for the drastic increase in the computational complexity of light transport for global illumination. Our work attempts to fill the void by presenting an image-based algorithm for interactive rendering of realistic-looking grass. A bidirectional texture function (BTF) is constructed and employed in combination with a view-dependent depth map to synthesize a grass texture for given viewing and illumination conditions. In addition to the visual effects captured by BTFs, our method is able to produce grass silhouettes as well as account for external occluders such as rocks and other objects scattered over a grass field.

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        cover image ACM Conferences
        GRAPHITE '05: Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
        November 2005
        456 pages
        ISBN:1595932011
        DOI:10.1145/1101389

        Copyright © 2005 ACM

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        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 29 November 2005

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        Acceptance Rates

        GRAPHITE '05 Paper Acceptance Rate38of93submissions,41%Overall Acceptance Rate124of241submissions,51%

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