P. Vázquez, and M. Balsa. Journal of Virtual Reality and Broadcasting, (March 2008)urn:nbn:de:0009-6-12957,, ISSN 1860-2037.
Abstract
There is a growing interest in simulating natural phenomena in computer graphics applications. Animating natural scenes in real time is one of the most challenging problems due to the inherent complexity of their structure, formed by millions of geometric entities, and the interactions that happen within. An example of natural scenario that is needed for games or simulation programs are forests. Forests are difficult to render because the huge amount of geometric entities and the large amount of detail to be represented. Moreover, the interactions between the objects (grass, leaves) and external forces such as wind are complex to model. In this paper we concentrate in the rendering of falling leaves at low cost. We present a technique that exploits graphics hardware in order to render thousands of leaves with different falling paths in real time and low memory requirements.
%0 Journal Article
%1 VB08
%A Vázquez, Pere-Pau
%A Balsa, Marcos
%D 2008
%E Herder, Jens
%J Journal of Virtual Reality and Broadcasting
%K 5(2008)2 5.2008 DiPP Digital_Peer_Publishing_Initiative Digital_Peer_Publishing_License Hardware_Accelerated_Rendering JVRB Journal_of_Virtual_Reality_and_Broadcasting Natural_Phenomena Peer-Reviewed Real-Time_Rendering Tree_Leaves [VB08]
%N 2
%T Rendering Falling Leaves on Graphics Hardware
%V 5
%X There is a growing interest in simulating natural phenomena in computer graphics applications. Animating natural scenes in real time is one of the most challenging problems due to the inherent complexity of their structure, formed by millions of geometric entities, and the interactions that happen within. An example of natural scenario that is needed for games or simulation programs are forests. Forests are difficult to render because the huge amount of geometric entities and the large amount of detail to be represented. Moreover, the interactions between the objects (grass, leaves) and external forces such as wind are complex to model. In this paper we concentrate in the rendering of falling leaves at low cost. We present a technique that exploits graphics hardware in order to render thousands of leaves with different falling paths in real time and low memory requirements.
@article{VB08,
abstract = {There is a growing interest in simulating natural phenomena in computer graphics applications. Animating natural scenes in real time is one of the most challenging problems due to the inherent complexity of their structure, formed by millions of geometric entities, and the interactions that happen within. An example of natural scenario that is needed for games or simulation programs are forests. Forests are difficult to render because the huge amount of geometric entities and the large amount of detail to be represented. Moreover, the interactions between the objects (grass, leaves) and external forces such as wind are complex to model. In this paper we concentrate in the rendering of falling leaves at low cost. We present a technique that exploits graphics hardware in order to render thousands of leaves with different falling paths in real time and low memory requirements.},
added-at = {2008-07-04T10:09:33.000+0200},
author = {V\'{a}zquez, Pere-Pau and Balsa, Marcos},
biburl = {https://www.bibsonomy.org/bibtex/2848b2771e03da6ffd06a128d13d197b0/jvrb_regulski},
editor = {Herder, Jens},
interhash = {41b635f2bd3bcad3d4af7f7a96079489},
intrahash = {848b2771e03da6ffd06a128d13d197b0},
journal = {Journal of Virtual Reality and Broadcasting},
keywords = {5(2008)2 5.2008 DiPP Digital_Peer_Publishing_Initiative Digital_Peer_Publishing_License Hardware_Accelerated_Rendering JVRB Journal_of_Virtual_Reality_and_Broadcasting Natural_Phenomena Peer-Reviewed Real-Time_Rendering Tree_Leaves [VB08]},
month = {March},
note = {{\tt urn:nbn:de:0009-6-12957,}, ISSN 1860-2037},
number = 2,
timestamp = {2008-07-04T10:09:48.000+0200},
title = {Rendering Falling Leaves on Graphics Hardware},
volume = 5,
year = 2008
}