PowerPoint Presentation
Document Sample


Rendering Forest Scenes in Real-Time
Philippe Decaudin Fabrice Neyret
GRAVIR/IMAG-INRIA, Grenoble, France
EGSR 2004
Rendering Forest Scenes in Real-Time:
Previous work
Billboards
Textured quad facing camera,
or cross
Widely used by applications
Flight simulators, Games, …
+ efficiency
- no parallax, popping
Simplified textured trees
+ parallax, 3D consistency
- more expensive
2 Rendering Forest Scenes in Real-Time EGSR 2004
Rendering Forest Scenes in Real-Time:
Previous work
Points
Objects = distribution of discs
[Levoy, Whitted - 85]
[Pfister et al - SIG’00] [Rusinkiewicz et al - SIG’00]
[Stamminger, Drettakis - EWR’01] [Dachsbacher et al - SIG’03]
…
+ adaptive
- aliasing
(-) cost = 1 transformed vertex / point
[Stamminger Drettakis 01]
3 Rendering Forest Scenes in Real-Time EGSR 2004
Rendering Forest Scenes in Real-Time:
Previous work
Volumetric textures
Volumetric densities to represent fuzzy material
[Kajiya, Kay - SIG’89]
[Neyret - GI’95TVCG’98]
[Meyer, Neyret - EWR’98]
[Lengyel et al - EWR’01]
…
pattern
+ few polygons, more textures
+ easy to filter
- repetitive tiling
- slicing might be visible
4 Rendering Forest Scenes in Real-Time EGSR 2004
Our approach
Goal:
Render dense forests
In real-time
With good visual quality
Smooth during a flyover
Assumption: forests are viewed from a distance
Approach: improved real-time volumetric textures
1. Avoid pattern mapping repetition
2. Avoid view dependant artifacts
3. Adapted to the distance
5 Rendering Forest Scenes in Real-Time EGSR 2004
1. Making volumetric texture aperiodic
Aperiodic mapping
Avoids repetitivity
Requires a set of edge-compatible patterns
[Stam - 97] [Neyret, Cani - SIG’99] [Cohen et al - SIG’03]
6 Rendering Forest Scenes in Real-Time EGSR 2004
1. Making volumetric texture aperiodic
Storing the patterns
v
u
Hardware friendly
+ one texture
+ wrap
+ compliant with
min and mag filtering
7 Rendering Forest Scenes in Real-Time EGSR 2004
1. Making volumetric texture aperiodic
Shape of a forest pattern: a prism
We build a set of edge-compatible prisms,
that we call Texcells
8 Rendering Forest Scenes in Real-Time EGSR 2004
2. Our slicing scheme
Volumetric data cannot be rendered directly by GPU
Rendered using textured slices
The simplest slicing scheme:
Slices parallel to the terrain
Texcell
Slices
Terrain
But suffer from artifacts…
9 Rendering Forest Scenes in Real-Time EGSR 2004
2. Our slicing scheme
Slices parallel to the terrain : artifacts
Slicing is
visible at
grazing angles
Silhouette
texcells LOD
Too blurred
Too Anisotropic
transparent filtering
Opacity
adjustment
10 Rendering Forest Scenes in Real-Time EGSR 2004
2. Our slicing scheme
2 kinds of texcells
Regular texcells Silhouette texcells
Sliced parallel to the ground Sliced "parallel" to the screen
Setof 2D textures 3D texture
Good quality and efficiency More expensive used
except at the silhouette near the landscape silhouette
11 Rendering Forest Scenes in Real-Time EGSR 2004
2. Our slicing scheme: silhouette texcells
Tilting the slices
Vertices are moved vertically, no new vertices are created
Can be done by a vertex program
12 Rendering Forest Scenes in Real-Time EGSR 2004
3. LOD scheme
For silhouette texcells
We fit the slicing rate to the MIP-map level of the 3D texture
For regular texcells
Texture set: 2D textures + MIP-map
13 Rendering Forest Scenes in Real-Time EGSR 2004
Results
Texcells:
128 slices of 256x256 textures
12 Mb of compressed texture
20 trees / texture
Aperiodically mapped
Shading
precomputed and stored in the textures
+ pseudo-shading corresponding to the lighting of the terrain
14 Rendering Forest Scenes in Real-Time EGSR 2004
Results
Seq #1
~2300 trees
570 texcells
with 4 trees/texcell
~30 fps 640x480
(P4 1.7GHz,
GeForceFX 5800)
Seq #2
~37000 trees
9200 texcells
with 4 trees/texcell
~20 fps 640x480
(P4 1.7GHz,
GeForceFX 5800)
15 Rendering Forest Scenes in Real-Time EGSR 2004
Conclusion & future work
A scheme for quality real-time volumetric textures
Coupled with an aperiodic mapping scheme
Correct filtering of the volumetric data
Full parallax effects
Well suited to represent and render dense forests
Texcells can be mixed with other representations
Future work
Better culling
Dynamic lighting and shadowing
[Poster at Siggraph 2004]
Maximize the use of the GPU
16 Rendering Forest Scenes in Real-Time EGSR 2004
Get documents about "