Real-time Rendering of Dynamic Vegetation
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Real-time Rendering of Dynamic Vegetation
Alexander KusternigVienna University Of Technology
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Overview
• Physically based lighting• Wind Animation• Convincing pictures at high frame rates
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Physically based lighting
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The difficulties of leaf rendering
• Geometric complexity• Translucency and indirect lighting• Detailed microstructure
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Leaf Rendering State of the Art
• Much work done on LODs
• Leaves often simplified as oriented billboards
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• PRT techniques– Impressive results– Create huge data sets– Static geometry
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Our Method [1]
• Photographing leaves– Diffuse illumination– Translucency color
• 3D scanning– Actual leaf geometry
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• 4 Textures per leaf side:
Diffuse Color Normal HL2 Map Translucency
Our Method [2]
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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
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• Direct Illumination:– Cook-Torrance Specular
Model– Normal Mapping– Shadow Mapping
• Indirect Illumination:– Pre-baked Ambient
Occlusion– Per vertex
Our Method [4]
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Wind animation
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Animation State of the Art [1]
• Bone animation– Procedural generation– Physical models
• Pre-baking key frames and interpolating
• Mass spring models
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Animation State of the Art [2]
Fastest and most flexible implementationscurrently 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
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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
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• Computation of a branching hierarchy
Our Method [2]
– Suitable for all plants– Branches calculated
automatically from model
– Weights propagated through hierarchy
– Up to 4 levels
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Our Method [3]
• User-friendly!– Use model data
from standard tree generation package (Nat FX, XFrog...)
– Tweakable by adjusting a few parameters
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• Advantages:– Completely handled by GPU– Scales linearly with number of vertices– Non-linear bending of branches– Every leaf is animated individually
Our Method [4]
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Implementation
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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
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Implementation [2]
Performance:• ~70000 Triangles for branches• ~12000 Leaves• >300 MB of static textures• 80-100 FPS on Geforce 8800 GTX
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Future Work
• Sophisticated level of detail rendering• Grass rendering• Tree generation
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Thanks foryour attention
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Real-time Rendering of Dynamic Vegetation
Alexander KusternigVienna University Of Technology