树木的混合几何和广告牌模型

M. Malheiros, M. Walter
{"title":"树木的混合几何和广告牌模型","authors":"M. Malheiros, M. Walter","doi":"10.1109/SBGAMES.2011.25","DOIUrl":null,"url":null,"abstract":"Many applications, such as games, demand massive collections of trees and vegetation in general. The solutions for rendering these environments fall into two possible categories: controlling the amount of geometry displayed, and billboard-based solutions. Using the full geometry is prohibitively expensive when dense forests are needed, therefore level-of-detail solutions are commonly used to reduce the amount of polygons in the scene, however demanding more processing or increased texture memory usage. On the other hand, dynamic billboards rely on render-to-texture operations, which are also costly. We describe an alternative hybrid solution that does not use full geometry, but instead builds trees from textured billboards and simple geometry. By using a simple rule-based L-system and a small set of textures, we can achieve realistically looking visual results of dense vegetation adequate for close to far distance viewing. Our approach provides controlled tree variability and employs fewer polygons than current techniques.","PeriodicalId":354953,"journal":{"name":"2011 Brazilian Symposium on Games and Digital Entertainment","volume":"39 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2011-11-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"A Hybrid Geometry and Billboard-Based Model for Trees\",\"authors\":\"M. Malheiros, M. Walter\",\"doi\":\"10.1109/SBGAMES.2011.25\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Many applications, such as games, demand massive collections of trees and vegetation in general. The solutions for rendering these environments fall into two possible categories: controlling the amount of geometry displayed, and billboard-based solutions. Using the full geometry is prohibitively expensive when dense forests are needed, therefore level-of-detail solutions are commonly used to reduce the amount of polygons in the scene, however demanding more processing or increased texture memory usage. On the other hand, dynamic billboards rely on render-to-texture operations, which are also costly. We describe an alternative hybrid solution that does not use full geometry, but instead builds trees from textured billboards and simple geometry. By using a simple rule-based L-system and a small set of textures, we can achieve realistically looking visual results of dense vegetation adequate for close to far distance viewing. Our approach provides controlled tree variability and employs fewer polygons than current techniques.\",\"PeriodicalId\":354953,\"journal\":{\"name\":\"2011 Brazilian Symposium on Games and Digital Entertainment\",\"volume\":\"39 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2011-11-07\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2011 Brazilian Symposium on Games and Digital Entertainment\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/SBGAMES.2011.25\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2011 Brazilian Symposium on Games and Digital Entertainment","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SBGAMES.2011.25","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2

摘要

许多应用程序,如游戏,通常需要大量收集树木和植被。渲染这些环境的解决方案可以分为两类:控制显示的几何图形的数量,以及基于广告牌的解决方案。当需要密集的森林时,使用完整的几何图形是非常昂贵的,因此通常使用细节级解决方案来减少场景中的多边形数量,但是需要更多的处理或增加纹理内存的使用。另一方面,动态广告牌依赖于渲染到纹理的操作,这也是昂贵的。我们描述了一种替代的混合解决方案,它不使用完整的几何结构,而是从纹理广告牌和简单的几何结构中构建树木。通过使用一个简单的基于规则的l系统和一小组纹理,我们可以获得足够近距离观看的浓密植被的逼真视觉结果。我们的方法提供了受控的树可变性,并且比当前技术使用更少的多边形。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Hybrid Geometry and Billboard-Based Model for Trees
Many applications, such as games, demand massive collections of trees and vegetation in general. The solutions for rendering these environments fall into two possible categories: controlling the amount of geometry displayed, and billboard-based solutions. Using the full geometry is prohibitively expensive when dense forests are needed, therefore level-of-detail solutions are commonly used to reduce the amount of polygons in the scene, however demanding more processing or increased texture memory usage. On the other hand, dynamic billboards rely on render-to-texture operations, which are also costly. We describe an alternative hybrid solution that does not use full geometry, but instead builds trees from textured billboards and simple geometry. By using a simple rule-based L-system and a small set of textures, we can achieve realistically looking visual results of dense vegetation adequate for close to far distance viewing. Our approach provides controlled tree variability and employs fewer polygons than current techniques.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信