Increasing realism of animated grass in real-time game environments

Benjamin Knowles, O. Fryazinov
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引用次数: 3

Abstract

With the increasing quality of real-time graphics it is vital to make sure assets move in a convincing manner otherwise the players immersion can be broken. Grass is an important area as it can move substantially and often takes up a large portion of screen space in games. Animation of grass is a subject to academic research [Fernando 2004; Perbet and Cani 2001] as well as a technology which is implemented in a number of video games. The list includes, but is not limited to, games such as Far Cry 4, Battlefield 4, Dear Esther and Unigine Valley. Comparing video games assets with reality, it can be seen that the current methods have a number of problems which decrease the realism of the resulting grass animation. These problems include: 1) the visible planar nature of grass geometry and 2) problems with the grass movement which include over-connectivity of grass blades in respect to their neighbours, no obvious wind direction and exaggerated swaying motions. In this paper we propose to increase realism of the grass by focusing on its movement. The main contributions of this work are: 1) Distinguishing ambient and directional components of the wind and 2) The method for calculating directional wind by using a grayscale map and wind vector. The grass was implemented with vertex shaders in line with the majority of methods described in academic literature (e.g. [Fernando 2004]) and implemented in modern games.
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增加实时游戏环境中草动画的真实感
随着实时图像质量的提高,确保资产以令人信服的方式移动变得至关重要,否则就会破坏玩家的沉浸感。草地是一个很重要的区域,因为它可以移动,并且在游戏中占据很大一部分屏幕空间。草的动画是一个学术研究课题[Fernando 2004;Perbet和Cani 2001]以及一项在许多电子游戏中实施的技术。该列表包括但不限于《孤岛惊魂4》、《战地4》、《Dear Esther》和《Unigine Valley》等游戏。将电子游戏资产与现实进行比较,可以看出当前的方法存在许多问题,这些问题降低了生成的草动画的真实感。这些问题包括:1)草几何的可见平面性质;2)草的运动问题,包括草叶相对于其邻居的过度连接,没有明显的风向和夸张的摇摆运动。在本文中,我们建议通过关注草的运动来增加草的真实感。本工作的主要贡献是:1)区分风的环境分量和方向分量;2)利用灰度图和风矢量计算方向风的方法。草是用顶点着色器实现的,这与学术文献中描述的大多数方法一致(例如[Fernando 2004]),并在现代游戏中实现。
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