Abstract
Rendering realistic outdoor scenes in real time 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.
| Original language | English |
|---|---|
| Title of host publication | 2009 Conference in Games and Virtual Worlds for Serious Applications |
| Publisher | IEEE |
| Pages | 53-60 |
| Number of pages | 8 |
| ISBN (Print) | 9780769535883 |
| DOIs | |
| Publication status | Published - 2009 |
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