Abstract
Generation of dynamic natural scenes is essential for real-time applications, such as simulators or video-games. This paper presents a method for animating and rendering a prairie in real time. The geometric model for the grass relies on three different levels of detail: 3D geometry, volumetric textures (called here 2.5D representation), and 2D textures. The animation of these LODs is controlled through procedural animation primitives that implement wind effects such as slight breeze, gust of wind, whirlwind, or blast of air due to a flying object. Smooth transitions between levels of detail are computed "on the fly" according to camera motion, without stopping the animation. We discuss real-time performance on two platforms: an SGI O2, and an ONYX 2 with an Infinite Reality board.
| Original language | English |
|---|---|
| Pages | 103-110 |
| Number of pages | 8 |
| DOIs | |
| Publication status | Published - 1 Jan 2001 |
| Externally published | Yes |
| Event | 2001 Symposium on Interactive 3D Graphics - Research Triangle Park, NC, United States Duration: 19 Mar 2001 → 21 Mar 2001 |
Conference
| Conference | 2001 Symposium on Interactive 3D Graphics |
|---|---|
| Country/Territory | United States |
| City | Research Triangle Park, NC |
| Period | 19/03/01 → 21/03/01 |
Keywords
- Levels of detail
- Natural phenomena
- Real-time 3D graphics
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