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Hardware instancing for real-time realistic forest rendering

Published: 12 December 2011 Publication History
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  • Abstract

    Real-time rendering of vegetation is important in many applications, such as video games, internet graphics applications, landscape design and visualization. However, the visualization of large-scale forests has always been a challenge not only due to the high geometric complexity but also due to the small batch problem. Moreover, generating real-time shadows for forests will heavily increase the burden. The batch problem is caused by a large number of graphics API draw calls launched in every frame. Normally, rendering a tree model requires at least one graphics API draw call. As a forest usually consists of thousands of trees and the graphics API invocation is a relatively high cost for CPU, the large-scale forest rendering is often CPU bound.

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    References

    [1]
    Carucci, F., and Studios, L. 2005. GPU Gems 2: Chapter 3. Inside Geometry Instancing. Addison-Wesley Professional.
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    Decaudin, P., and Neyret, F. 2004. Rendering forest scenes in real-time. In Rendering Techniques '04 (Eurographics Symposium on Rendering), 93--102.
    [3]
    Rákos, D., 2010. Gpu based dynamic geometry lod. http://rastergrid.com/blog/2010/10/gpu-based-dynamic-geometry-lod.
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    Shopf, J., Barczak, J., Oat, C., and Tatarchuk, N. 2008. March of the froblins: simulation and rendering massive crowds of intelligent and detailed creatures on gpu. In ACM SIGGRAPH 2008 classes, ACM, New York, NY, USA, SIGGRAPH '08, 52--101.
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    Zhang, F., Sun, H., Xu, L., and Lun, L. 2006. Parallel-split shadow maps for large-scale virtual environments. In VRCIA '06: Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications, ACM, New York, NY, USA, 311--318.

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    • (2017)Visualization of Tomato Growth Based on Dry Matter FlowInternational Journal of Computer Games Technology10.1155/2017/23027312017Online publication date: 1-Jan-2017

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    cover image ACM Conferences
    SA '11: SIGGRAPH Asia 2011 Sketches
    December 2011
    87 pages
    ISBN:9781450311380
    DOI:10.1145/2077378
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 12 December 2011

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    SA '11
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    SA '11: SIGGRAPH Asia 2011
    December 12 - 15, 2011
    Hong Kong, China

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    Overall Acceptance Rate 178 of 869 submissions, 20%

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    • (2017)Visualization of Tomato Growth Based on Dry Matter FlowInternational Journal of Computer Games Technology10.1155/2017/23027312017Online publication date: 1-Jan-2017

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