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Rendering Grass Terrains in Real-Time with ... - Kévin Boulanger

Rendering Grass Terrains in Real-Time with ... - Kévin Boulanger

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Figure 2: <strong>Render<strong>in</strong>g</strong> of the three levels of detail <strong>in</strong> false colors. Red is full geometry <strong>with</strong> textured<br />

quadrilateral strips. Blue corresponds to the vertical slices of the volume render<strong>in</strong>g technique. Green is the<br />

horizontal slice used for far grass, and used along <strong>with</strong> volume render<strong>in</strong>g for grass at <strong>in</strong>termediate<br />

distances. Note that the transitions are smooth from a level to another one, which is made possible us<strong>in</strong>g<br />

our management of grass density.<br />

Figure 3: <strong>Render<strong>in</strong>g</strong> of a scene us<strong>in</strong>g variable density. A hand-drawn map def<strong>in</strong>es the grass density as well as the shape of grass patches. In front of<br />

the bench, the density is lower, there are some clumps of grass around the legs. The density management works for any distance from the camera, the<br />

grass under the bench is rendered <strong>with</strong> a BTF based volume approach.

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