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Real-time Rendering of Dynamic Vegetation

Real-time Rendering of Dynamic Vegetation. Alexander Kusternig Vienna University Of Technology. Overview. Physically based lighting Wind Animation Convincing pictures at high frame rates. Physically based lighting. The difficulties of leaf rendering. Geometric complexity

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Real-time Rendering of Dynamic Vegetation

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  1. Real-time Rendering of Dynamic Vegetation Alexander Kusternig Vienna University Of Technology

  2. Overview • Physically based lighting • Wind Animation • Convincing pictures at high frame rates Alexander Kusternig

  3. Physically based lighting

  4. The difficulties of leaf rendering • Geometric complexity • Translucency and indirect lighting • Detailed microstructure

  5. Leaf Rendering State of the Art • Much work done on LODs • Leaves often simplified as oriented billboards • PRT techniques • Impressive results • Create huge data sets • Static geometry Alexander Kusternig

  6. Our Method [1] • Photographing leaves • Diffuse illumination • Translucency color • 3D scanning • Actual leaf geometry

  7. Our Method [2] • 4 Textures per leaf side: Diffuse Color Normal HL2 Map Translucency

  8. Our Method [3] • HL2 texture maps • PRT technique • To calculate translucency • The “Half Life 2” basis • Works in tangent space • Local per leaf • No costly transformation • Only 3 coefficients

  9. Our Method [4] • Direct Illumination: • Cook-Torrance Specular Model • Normal Mapping • Shadow Mapping • Indirect Illumination: • Pre-baked Ambient Occlusion • Per vertex

  10. Wind animation

  11. Animation State of the Art [1] • Bone animation • Procedural generation • Physical models • Pre-baking key frames and interpolating • Mass spring models Alexander Kusternig

  12. Animation State of the Art [2] Fastest and most flexible implementations currently used by games • Per Vertex displacement • Weights hand-painted • Many limitations exist: • Not suitable for strong wind • Only possible for trees with 1 long straight stem

  13. Our Method [1] • Take best from both worlds • Physically based branch bending • Fast per vertex animation • Animation completely on the GPU • Animation data baked into vertex streams • Per-branch data baked into textures • Motion data from noise textures Alexander Kusternig

  14. Our Method [2] • Computation of a branching hierarchy • Suitable for all plants • Branches calculated automatically from model • Weights propagated through hierarchy • Up to 4 levels

  15. Our Method [3] • User-friendly! • Use model data from standard tree generation package (Nat FX, XFrog...) • Tweakable by adjusting a few parameters

  16. Our Method [4] • Advantages: • Completely handled by GPU • Scales linearly with number of vertices • Non-linear bending of branches • Every leaf is animated individually

  17. Implementation

  18. Implementation [1] State of the art rendering pipeline: • DX10 • HDR pipeline • Tonemapper tuned for post-processing • Real-time illumination changes • Preetham Skylight model • Shadow mapping • Light shafts Alexander Kusternig

  19. Implementation [2] Performance: • ~70000 Triangles for branches • ~12000 Leaves • >300 MB of static textures • 80-100 FPS on Geforce 8800 GTX Alexander Kusternig

  20. Future Work • Sophisticated level of detail rendering • Grass rendering • Tree generation Alexander Kusternig

  21. Thanks for your attention Alexander Kusternig

  22. Real-time Rendering of Dynamic Vegetation Alexander Kusternig Vienna University Of Technology

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