GPU-based responsive grass
Files
Date issued
2009
Journal Title
Journal ISSN
Volume Title
Publisher
Václav Skala - UNION Agency
Abstract
Large natural environments are often essential for todays computer games. Interaction with the environment is widely implemented
in order to satisfy the player’s expectations of a living scenery and to help increasing the immersion of the player.
Within this context our work describes an efficient way to simulate a responsive grass layer with todays graphics cards in
real-time. Clumps of grass are approximated by two billboard representations. GPU-based distance maps of scene objects are
employed to test for penetrations and for resolving them. Adaptive refinement is necessary to preserve the shape of deformed
billboards. A recovering process is applied after the deformation which restores the original that is to say the undeformed and
efficient shape. The primitives of each billboard are assembled during the rendering process. Their vertices are dynamically lit
within an ambient occlusion based irradiance volume. Alpha-to-Coverage completes the illusion as it is used to simulate the
semitransparent nature of grass.
Description
Subject(s)
simulace trávy, interaktivní prostředí
Citation
Journal of WSCG. 2009, vol. 17, no. 1-3, p. 65-72.