Real-time rendering of large-scale tree scene

Huai Yongjian, Zeng Xi, Yu Peng, Liang Jingli
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引用次数: 1

Abstract

High-quality, realistic visualization of vegetation and tree model is always a long-standing goal of complex virtual natural scene. Rendering a photo-realistic forest scene in real time has an important significance in simulating the growing tree. In this paper, we present a method of 3D tree modeling and a hybrid rendering algorithm of large-scale forest scene based-on Open Scene Graph (OSG). The three-dimensional forest scene can be rendered according to the data of reality forest stand which are stored in the XML file. A 3D tree model is described with growth characteristics, which is composed of tree trunk, tree branch and leaves. In the modeling, we can simulate different age's trees by using different layers of tree ages branch. An OSG scene graph structure is used to organize and optimize the complicated virtual scene. In order to achieve the interactive frame rates, a view-dependent LOD model selection algorithm and a GPU-based billboard image rendering technology are adopted, which can balance the GPU and CPU's operating burden by using the vertex and index shader buffer. Finally, the technique is proved to be effective in large-size forest scene's real-time rendering.
实时渲染大规模树木场景
高质量、逼真的植被和树木模型可视化一直是复杂虚拟自然场景长期追求的目标。实时绘制逼真的森林场景对于模拟树木生长具有重要意义。本文提出了一种基于开放场景图(Open scene Graph, OSG)的大尺度森林场景三维树木建模方法和混合渲染算法。根据存储在XML文件中的现实林分数据,绘制三维森林场景。描述了具有生长特征的三维树木模型,该模型由树干、树枝和树叶组成。在建模中,我们可以通过使用树龄分支的不同层来模拟不同树龄的树。采用OSG场景图结构对复杂的虚拟场景进行组织和优化。为了实现交互帧率,采用了基于视图的LOD模型选择算法和基于GPU的广告牌图像渲染技术,利用顶点和索引着色器缓冲来平衡GPU和CPU的操作负担。最后,在大尺度森林场景的实时渲染中,证明了该技术的有效性。
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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