Realistic grass withering simulation using time-varying texels

Shaohui Jiao, P. Heng, E. Wu
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引用次数: 1

Abstract

Grass is one of the crucial elements in representing real nature scenes. Various methods have been proposed for grass simulation, for example, Boulanger and his colleagues render realistic grass in real-time with dynamic lighting, shadows and animations. Till now, few approaches have investigated the realistic simulation of withering grassland which is still a big challenge in computer graphics, due to the great complexity of both geometry and withering mechanism. In our work, a novel concept called Time-Varying Texels (TVT) is proposed to extend the static texel[Kajiya and Kay 1989] and make it time-serialized. In a grass TVT structure, time-dependent texels are arranged hierarchically in a Time-Space Partitioning (TSP) tree, so that the grass withering process can be efficiently approximated, with acceptable spatial and temporal errors. In this way we facilitate LOD rendering. Traditional texel structures could hardly undertake physical based calculation in each grass blade, so we introduce a point based structure (PBS) to increase the flexibility. Dynamic processes such as geometric deformation and material transformation can be achieved on PBS during the whole withering procedure. Additionally, by clustering the pre-computed TVT samples in low densities using a mingling algorithm, we obtain high-density grass TVT so as to significantly improve the efficiency of TVT generation.
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真实的草枯萎模拟使用时变纹理
草是表现真实自然场景的关键元素之一。人们提出了各种各样的方法来模拟草地,例如,Boulanger和他的同事们用动态光照、阴影和动画实时渲染逼真的草地。由于凋零草地的几何结构和凋零机理的复杂性,目前对凋零草地的逼真模拟研究较少,这是计算机图形学的一大挑战。在我们的工作中,提出了一个新的概念,称为时变Texels (TVT)来扩展静态texel[Kajiya和Kay 1989]并使其时间序列化。在草的TVT结构中,时间相关的体素在时空划分(TSP)树中分层排列,使得草的枯萎过程可以在可接受的空间和时间误差范围内有效地逼近。通过这种方式,我们简化了LOD渲染。传统的纹理结构难以对每片草叶进行基于物理的计算,因此我们引入了基于点的结构(PBS)来增加灵活性。在整个萎凋过程中,在PBS上可以实现几何变形和材料转变等动态过程。此外,通过混合算法将预先计算的低密度TVT样本聚类,得到高密度的草地TVT,显著提高了TVT生成效率。
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