Abstract
Rendering realistic outdoor scenes in realtime applications is a difficult
task to accomplish since the geometric complexity of the objects,
and most notably of trees, is too high for current hardware to handle
efficiently in large amounts. Our method generates trees with self-similarity,
and later exploits this property by heavily sharing prerendered textures
of similar parts of the tree. The intrinsic tree hierarchy of the
trees, combined with their self-similarity, allows generation of
multiple levels of detail. Here we present the flow of the processing
stage, from the collection of the required input data until the export
of the models in all their levels of detail as well as related and
additional data.
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