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Rendering of Realistic GrassIn Real Time现实的草实时渲染
Rendering of Realistic Grass (In Real Time) Sami Benzaid Motivation When playing video games, the more realistic the scenery is, the more immersive the experience. Grass is typically very unrealistic. Close inspection of it in-game usually reveals that it either consists of static textures, or if it is made up of polygons, the grass is very sparse. Eventual Goals Understand a multitude different methods used to perform real-time rendering of grass, after surveying many papers on the subject. Ideally, implement a piece of software that allows the user to move the camera around a virtual terrain full of realistic-looking (although not perfect) grass, in real-time. Prior Work E. Galin, P. Poulin. Real-time Rendering of Realistic-looking Grass. BTFs (Bidirectional Texture Functions). R. Cook et al. Stochastic Simplification of Aggregate Detail. (Pixar). Displaying a random subset of visual elements. Many others that I will be looking into. Initial Idea Try to combine polygons and textures, and make it look relatively realistic. The grass closest to the camera is rendered using polygons. As it gets further away from the camera, less of it is rendered (perhaps a subset selected by the stochastic method described in the Pixar paper). At a certain point, polygons are no longer used, but rather a pre-made set of static, flat, synthetic textures created from the grass geometry is used. I plan to find pre-existing grass geometry to draw and create textures from. More Details to Work Out At this time, I still have some details to work out with regards to this project. Aspects of the project are subject to minor changes. Milestones March 15: Finish doing preliminary research on grass rendering (reading papers, planning software implementation). Also, have already found grass geometry and generated some static textures. April 07: Already be well into the development of my grass rendering implementation. April 30: Be roughly finished with the implementation at this point,
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