A procedural approach to animate interactive natural sceneries

  • S. Guerraz
  • , F. Perbet
  • , D. Raulo
  • , F. Faure
  • , M. P. Cani

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

This paper presents a method for animating and rendering an interactive natural scenery in real-time. It improves the prairie model of [I I I] by enabling the on-the-fly generation of blades of grass, at three different levels of detail, from user-specified density maps. A new animation function, the tread on grass, is defined to allow virtual objects or characters to crush the grass. The resulting grass model is incorporated into a more complex natural scene with the adjunction of trees that respond to the same wind. Results are illustrated by the real-time animation of autonomous virtual humans interacting with this natural scenery.

Original languageEnglish
Title of host publicationProceedings - 16th International Conference on Computer Animation and Social Agents, CASA 2003
PublisherIEEE Computer Society
Pages73-78
Number of pages6
ISBN (Electronic)0769519342
DOIs
Publication statusPublished - 1 Jan 2003
Event16th International Conference on Computer Animation and Social Agents, CASA 2003 - New Brunswick, United States
Duration: 8 May 20039 May 2003

Publication series

NameProceedings - IEEE Workshop on Program Comprehension
Volume2003-January
ISSN (Print)1092-8138

Conference

Conference16th International Conference on Computer Animation and Social Agents, CASA 2003
Country/TerritoryUnited States
CityNew Brunswick
Period8/05/039/05/03

Keywords

  • Animation
  • Blades
  • Cameras
  • Clouds
  • Computational geometry
  • Humans
  • Layout
  • Rivers
  • Vegetation mapping
  • Vehicles

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