Interactive Grass Rendering Using Real-Time Tessellation
Date issued
2013
Authors
Journal Title
Journal ISSN
Volume Title
Publisher
Václav Skala - UNION Agency
Abstract
Grass rendering is needed for many outdoor scenes, but for real-time applications, rendering each blade of grass as
geometry has been too expensive so far. This is why grass is most often drawn as a texture mapped onto the ground
or grass patches rendered as transparent billboard quads. Recent approaches use geometry for blades that are near
the camera and flat geometry for rendering further away. In this paper, we present a technique which is capable
of rendering whole grass fields in real time as geometry by exploiting the capabilities of the tessellation shader.
Each single blade of grass is rendered as a two-dimensional tessellated quad facing its own random direction. This
enables each blade of grass to be influenced by wind and to interact with its environment. In order to adapt the
grass field to the current scene, special textures are developed which encode on the one hand the density and height
of the grass and on the other hand its look and composition.
Description
Subject(s)
vykreslování, tráva, real-time teselace, obraz
Citation
WSCG 2013: Full Papers Proceedings: 21st International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision in cooperation with EUROGRAPHICS Association, p. 114-122.