Real-time Rendering of Dynamic Vegetation

Post on 15-Jan-2016

30 views 0 download

description

Real-time Rendering of Dynamic Vegetation. Alexander Kusternig Vienna University Of Technology. Overview. Physically based lighting Wind Animation Convincing pictures at high frame rates. Physically based lighting. The difficulties of leaf rendering. Geometric complexity - PowerPoint PPT Presentation

Transcript of Real-time Rendering of Dynamic Vegetation

Real-time Rendering of Dynamic Vegetation

Alexander KusternigVienna University Of Technology

Overview

• Physically based lighting• Wind Animation• Convincing pictures at high frame rates

Alexander Kusternig 2

Physically based lighting

The difficulties of leaf rendering

• Geometric complexity• Translucency and indirect lighting• Detailed microstructure

Leaf Rendering State of the Art

• Much work done on LODs

• Leaves often simplified as oriented billboards

Alexander Kusternig 5

• PRT techniques– Impressive results– Create huge data sets– Static geometry

Our Method [1]

• Photographing leaves– Diffuse illumination– Translucency color

• 3D scanning– Actual leaf geometry

• 4 Textures per leaf side:

Diffuse Color Normal HL2 Map Translucency

Our Method [2]

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

8

• Direct Illumination:– Cook-Torrance Specular

Model– Normal Mapping– Shadow Mapping

• Indirect Illumination:– Pre-baked Ambient

Occlusion– Per vertex

Our Method [4]

Wind animation

Animation State of the Art [1]

• Bone animation– Procedural generation– Physical models

• Pre-baking key frames and interpolating

• Mass spring models

Alexander Kusternig 13

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

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

Alexander Kusternig 15

• 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

Our Method [3]

• User-friendly!– Use model data

from standard tree generation package (Nat FX, XFrog...)

– Tweakable by adjusting a few parameters

• Advantages:– Completely handled by GPU– Scales linearly with number of vertices– Non-linear bending of branches– Every leaf is animated individually

Our Method [4]

Implementation

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

Alexander Kusternig 20

Implementation [2]

Performance:• ~70000 Triangles for branches• ~12000 Leaves• >300 MB of static textures• 80-100 FPS on Geforce 8800 GTX

Alexander Kusternig 21

Future Work

• Sophisticated level of detail rendering• Grass rendering• Tree generation

Alexander Kusternig 22

Alexander Kusternig 23

Thanks foryour attention

Real-time Rendering of Dynamic Vegetation

Alexander KusternigVienna University Of Technology