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Animating prairies in real-time

  • Inria Rhônes-Alpes

Résultats de recherche: Contribution à une conférencePapierRevue par des pairs

61 Citations (Scopus)

Résumé

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.

langue originaleAnglais
Pages103-110
Nombre de pages8
Les DOIs
étatPublié - 1 janv. 2001
Modification externeOui
Evénement2001 Symposium on Interactive 3D Graphics, I3D 2001 - Research Triangle Park, NC, États-Unis
Durée: 19 mars 200121 mars 2001

Une conférence

Une conférence2001 Symposium on Interactive 3D Graphics, I3D 2001
Pays/TerritoireÉtats-Unis
La villeResearch Triangle Park, NC
période19/03/0121/03/01

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