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Hardware instancing for real-time realistic forest rendering

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Published:12 December 2011Publication History

ABSTRACT

Real-time rendering of vegetation is important in many applications, such as video games, internet graphics applications, landscape design and visualization. However, the visualization of large-scale forests has always been a challenge not only due to the high geometric complexity but also due to the small batch problem. Moreover, generating real-time shadows for forests will heavily increase the burden. The batch problem is caused by a large number of graphics API draw calls launched in every frame. Normally, rendering a tree model requires at least one graphics API draw call. As a forest usually consists of thousands of trees and the graphics API invocation is a relatively high cost for CPU, the large-scale forest rendering is often CPU bound.

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References

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  • Published in

    cover image ACM Conferences
    SA '11: SIGGRAPH Asia 2011 Sketches
    December 2011
    87 pages
    ISBN:9781450311380
    DOI:10.1145/2077378

    Copyright © 2011 ACM

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    • Published: 12 December 2011

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