Stochastic Billboard Clouds for Interactive Foliage Rendering

Dylan Lacewell, David Edwards, P. Shirley, W. Thompson
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引用次数: 25

Abstract

We render tree foliage levels of detail (LODs) using a new adaptation of billboard clouds. Our contributions are a simple and efficient billboard cloud creation algorithm designed specifically for tree foliage, and a method for smooth transitions between LODs. The cloud creation algorithm performs stochastic search to find a set of billboards that approximate the base mesh. Billboard clouds offer an alternative to traditional triangle reduction methods, which break down for foliage with its small, disconnected pieces of geometry. By projecting foliage geometry onto large precomputed textures, our method shifts the bulk of the runtime rendering to the fragment processing stage. This results in higher frame rates for most viewing distances, with adjustable visual accuracy. We give results for foliage from two fully detailed tree models and discuss implementation issues.
用于交互式树叶渲染的随机广告牌云
我们渲染树叶的细节水平(lod)使用一个新的广告牌云的适应。我们的贡献是一个专门为树叶设计的简单高效的广告牌云创建算法,以及在lod之间平滑过渡的方法。云创建算法执行随机搜索,以找到一组近似基本网格的广告牌。广告牌云为传统的三角形减少方法提供了另一种选择,这种方法通过其小而不相连的几何块来分解树叶。通过将树叶几何投影到大型预先计算的纹理上,我们的方法将大部分运行时渲染转移到片段处理阶段。这导致在大多数观看距离更高的帧率,与可调的视觉精度。我们从两个完全详细的树模型中给出了叶子的结果,并讨论了实现问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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