Abstract
Large scene rendering causes many issues, including the algorithmic support and software/hardware implementation. The Level Of Details (LOD) architecture is the basis of terrain and vegetation rendering. The texturing techniques are strongly connected with a category of the LOD algorithm. Multi-texturing, clipmaps, and virtual texturing are the main methods, applying in the LOD algorithms. The classification of the forest rendering techniques demonstrates a great variety of methods that were developed actively since 1990s. The realistic leaves and grass rendering in the nearest LOD are the special issues to that ought to be given a lot of attention respect to the current situation in computer graphics. The realistic lighting and shadow mapping technique are also in the focus of consideration.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Duchaineau M, Wolinsky M, Sigeti DE, Miller MC, Aldrich C, Mineev-Weinstein MB (1997) ROAMing terrain: real-time optimally adapting meshes. 8th conference on visualization VIS 1997, pp 81–88
Rocchini C, Cignoni P, Montani C, Scopigno R (1999) Multiple textures stitching and blending on 3D objects. 10th Eurographics workshop on rendering EGWR 1999, pp 119–130
Tanner CC, Migdal CJ, Jones MT (1998) The clipmap: a virtual mipmap. 25th annual conference on computer graphics and interactive techniques SIGGRAPH 1998, pp 151–158
Losasso F, Hoppe H (2004) Geometry clipmaps: terrain rendering using nested regular grids. ACM Trans Graph SIGGRAPH 23(3):769–776
de Boer WH (2000) Fast terrain rendering using geometrical MipMapping. http://www.flipcode.com/archives/article_geomipmaps.pdf. Accessed 10 Jan 2016
Reeves WT, Blau R (1985) Approximate and probabilistic algorithms for shading and rendering structured particle systems. Comput Graph 19:313–322
Decoret X, Durand F, Sillion FX, Dorsey J (2003) Billboard clouds for extreme model simplification. ACM Trans Graph 22(3):689–696
Cohen F, Decaudin P, Neyret F (2004) GPU-based lighting and shadowing of complex natural scenes. ACM SIGGRAPH 2004 posters, p 91
Decaudin P, Neyret F (2004) Rendering forest scenes in real-time. Eurographics symposium on rendering, rendering techniques 2004:93–102
Decaudin P, Neyret F (2009) Volumetric billboards. Comput Graph Forum 28:2079–2089
Zhang H, Hua W, Wang Q, Bao H (2006) Fast display of large-scale forest with fidelity. Comput Anim Virtual Worlds 17:83–97
Liu F, Hua W, Bao H (2010) GPU-based dynamic quad stream for forest rendering. Sci China Inf Sci 53:1539–1545
Gumbau J, Chover M, Remolar I, Rebollo C (2011) View-dependent pruning for real-time rendering of trees. Comput Graph 35:364–374
Bao G, Li H, Zhang X, Che W, Jaeger M (2011) Realistic real-time rendering for large-scale forest scenes. IEEE Int Symp VR Innov ISVRI 2011:217–223
Deng Q, Zhang X, Gay S, Lei X (2007) Continuous LOD model of coniferous foliage. Int J Virtual Reality 6:77–84
Hoppe H (1996) Progressive meshes. 23rd annual conference on computer graphics and interactive techniques SIGGRAPH 1996, pp 99–108
Kim J, Lee S, Kobbelt L (2004) View-dependent streaming of progressive meshes. Shape Model Int SMI 2004:209–220
Maglo A, Lee H, Lavoue G, Mouton C, Hudelot C, Dupont F (2010) Remote scientific visualization of progressive 3D meshes with x3d. 15th international conference on web 3D technology web3D 2010, pp 109–16
Shopf J, Barczak J, Oat C, Tatarchuk N (2008) March of the froblins: simulation and rendering massive crowds of intelligent and detailed creatures on GPU. ACM SIGGRAPH 2008 classes SIGGRAPH 2008, pp 52–101
Qin X, Nakamae E, Tadamura K, Nagai Y (2003) Fast photo-realistic rendering of trees in daylight. Comput Graph Forum 22(3):243–252
Behrendt S, Colditz C, Franzke O, Kopf J, Deussen O (2005) Realistic real-time rendering of landscapes using billboard clouds. Eurographics 24(3):507–516
Scherzer D, Wimmer M, Purgathofer W (2011) A Survey of real-time hard shadow mapping methods. Comput Graph Forum 30(1):169–186
Stamminger M, Drettakis G (2002) Perspective shadow maps. 29th annual conference on computer graphics and interaction techniques, SIGGRAPH 2002, pp 557–562
Wimmer M, Scherzer D, Purgathofer W (2004) Light space perspective shadow maps. In: Keller A, Jensen HW (eds) Rendering techniques 2004, Eurographics symposium on rendering 2004, pp 143–151
Martin T, Tan TS (2004) Anti-aliasing and continuity with trapezoidal shadow maps. 15th Eurographics Workshop on rendering techniques EGSR 2004, pp 153–160
Lloyd DB, Govindaraju NK, Quammen C, Molnar SE, Manocha D (2008) Logarithmic perspective shadow maps. ACM Trans Graph 27(4):1–39
Zhang F, Sun H, Xu L, Lee K (2008) Hardware-accelerated parallel-split shadow maps. Int J Image Graph 8:223–241
Tadamura K, Qin X, Jiao G, Nakamae E (1999) Rendering optimal solar shadows using plural sunlight depth buffers. IEEE Int Conf Comput Graph CGI 1999:166–173
Lloyd B, Tuft D, Yoon S, Manocha D (2006) Warping and partitioning for low error shadow maps. Eurographics Symp Rendering 2006:215–226
Engel W (2007) Cascaded shadow maps. In: Engel W (ed) ShaderX5: advanced rendering techniques, Charles River Media
Franzke O, Deussen O (2003) Accurate graphical representation of plant leaves. In: Hu BG, Jaeger M (Eds) Plant growth modelling and applications PMA 2003, pp 1–16
Vogelmann C (1993) Plant tissue optics. Ann Rev Plant Physiol Plant Mol Biol 44:231–251
Tucker C, Garratt M (1976) Leaf optical system modeled as a stochastic process. Appl Opt 16(3):635–642
Yamada N, Fujimura S (1991) Nondestructive measurement of chlorophyll pigment content in plant leaves from three color reflectance and transmittance. Appl Opt 30:3964–3973
Haberlandt G (1914) Physiological plant anatomy. Nature 93(2332):477
Allen W, Gausmann H, Richardson A (1973) Willstatter-Stoll theory of leaf reflectans evaluation by ray tracing. Appl Opt 12:2448–2453
Kumar R, Silva L (1972) Light ray tracing through a leaf cross section. Appl Opt 12:2950–2954
Govaerts Y, Jaquemoud S, Ustin MVS (1996) Three dimensional radiation transfer modeling in a dicotyledon leaf. Appl Opt 35:6585–6598
Baranoski G, Rokne J (1997) An algorithmic reflectance and transmittance model for plant tissue. Comput Graph Forum 16(3):141–150
Williams L (1983) Pyramidal parametrics. Comput Graph 17(3):1–11
Ewins JP, Waller MD, White M, Lister PF (1998) MIP map level selection for texture mapping. IEEE Trans Vis Comput Graph 4(4):317–329
Debevec PE, Taylor CJ, Malik J (1996) Modeling and rendering architecture from photographs: A hybrid geometry- and image-based approach. 23rd annual conference on computer graphics and interactive techniques, SIGGRAPH 1996, pp 11–20
Debevec P, Yu Y, Borshukov G (1998) Efficient view-dependent image-based rendering with projective texture-mapping. In: Drettakis G, Max N (eds) Rendering techniques 1998. Springer, Wien
Asirvatham A, Hoppe H (2005) Terrain rendering using GPU-based geometry clipmaps. In: Pharr M, Fernando R (eds) GPU Gems, vol 2. Addison-Wesley, USA, pp 27–46
Kobbelt (1996) Interpolatory subdivision on open quadrilateral nets with arbitrary topology. Comput Graph Forum 15(3):409–420
Dick C, Krüger J, Westermann R (2009) GPU ray-casting for scalable terrain rendering. Eurographics 50:43–50
Dick C, Krüger J, Westermann R (2010) GPU-aware hybrid terrain rendering. IADIS international conference on computer graphics, visualization, computer vision and image processing CGVCVIP 2010, pp 3–10
Clasen M, Hege H-C (2006) Terrain rendering using spherical clipmaps. In: Santos BS, Thomas Ertl T, Joy K (Eds) Eurographics/IEEE-VGTC symposium on visualization EUROVIS 2006, pp 91–98
Feldmann D, Steinicke F, Hinrichs KH (2011) Flexible clipmaps for managing growing textures. International conference on computer graphics theory and applications VISIGRAPP 2011, pp 173–180
Taibo J, Seoane A, Hernández L (2009) Dynamic virtual textures. J WSCG 17(1–3):25–32
Chen B, Swan JE II, Kuo E, Kaufman A (1999) LOD-sprite technique for accelerated terrain rendering. Visualization 1999:291–298
Meyer A, Neyret F, Poulin P (2001) Interactive rendering of trees with shading and shadows. 12th Eurographics conference on rendering EGWR 2001, pp 183–196
Dischler J-M (1998) Efficiently rendering macrogeometric surface structures using bi-directional texture functions. In: Drettakis G, Max N (eds) Rendering techniques 1998. Springer, Wien
Max N, Deussen O, Keating B (1999) Hierarchical image-based rendering using texture mapping hardware. In: Lischinski D, Larson GW (eds) Rendering Techniques 1999. Springer, Wien
Max NL (1998) Horizon mapping: shadows for bump-mapped surfaces. Visual Comput 4(2):109–117
Schaufler G, Dorsey J, Decoret X, Sillion FX (2000) Conservative volumetric visibility with occluder fusion. 27th annual conference on computer graphics and interactive techniques SIGGRAPH 2000, pp 229–238
Boulanger K, Pattanaik S, Bouatouch K (2006) Rendering grass in real-time with dynamic light sources and shadows. Research report PI 1809
Hanrahan P, Krueger W (1993) Reflection from layered surfaces due to subsurface scattering. 20th annual conference on computer graphics and interactive techniques SIGGRAPH 1993, pp 165–174
Pharr M, Hanrahan P (2000) Monte Carlo evaluation of non-linear scattering equations for subsurface reflection. 27th annual conference on computer graphics and interactive techniques SIGGRAPH 2000, pp 75–84
Jensen H, Marschner S, Levoy M, Hanrahan P (2001) A practical model for subsurface light transport. 28th annual conference on computer graphics and interactive techniques SIGGRAPH 2001, pp 511–518
Wang L, Wang W, Dorsey J, Yang X, Guo B, Shum H-Y (2005) Real-time rendering of plant leaves. ACM Trans Graph ACM SIGGRAPH’2005 24(3):712–719
Justice CO, Holben BN (1979) Examination of Lambertian and Non-Lambertian models for simulating the topographic effect on remotely-sensed data. Goddard Space Flught Cneter, Greenbelt NASA TM 85290
Unity|Documentation. http://docs.unity3d.com/Manual/Shaders.html. Accessed 12 Jan 2016
Unity|Documentation. http://docs.unity3d.com/Manual/shader-Performance.html. Accessed 13 Jan 2016
Author information
Authors and Affiliations
Corresponding author
Rights and permissions
Copyright information
© 2017 Springer International Publishing AG
About this chapter
Cite this chapter
Favorskaya, M.N., Jain, L.C. (2017). Large Scene Rendering. In: Handbook on Advances in Remote Sensing and Geographic Information Systems. Intelligent Systems Reference Library, vol 122. Springer, Cham. https://doi.org/10.1007/978-3-319-52308-8_9
Download citation
DOI: https://doi.org/10.1007/978-3-319-52308-8_9
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-52306-4
Online ISBN: 978-3-319-52308-8
eBook Packages: EngineeringEngineering (R0)