Animating and lighting grass in real-time
I present a simple method to render fields of grass, animated in the wind, in real-time. The technique employs vertex shaders to render displacement maps with Russian-doll style transparent shells. Animation is achieved by translating the surface according to a local wind vector while preserving the...
Main Author: | |
---|---|
Format: | Others |
Language: | English |
Published: |
2009
|
Online Access: | http://hdl.handle.net/2429/14034 |
id |
ndltd-UBC-oai-circle.library.ubc.ca-2429-14034 |
---|---|
record_format |
oai_dc |
spelling |
ndltd-UBC-oai-circle.library.ubc.ca-2429-140342018-01-05T17:37:05Z Animating and lighting grass in real-time Bakay, Brook M. I present a simple method to render fields of grass, animated in the wind, in real-time. The technique employs vertex shaders to render displacement maps with Russian-doll style transparent shells. Animation is achieved by translating the surface according to a local wind vector while preserving the length of the blades of grass. Lighting is also done in a vertex shader, with point light sources, accounting for the anisotropic nature of grass, self-shadowing and attenuation. This technique achieves convincing results on current consumer graphics hardware and can be applied to other similar surfaces such as hair and fur. Science, Faculty of Computer Science, Department of Graduate 2009-10-19T21:46:42Z 2009-10-19T21:46:42Z 2002 2002-05 Text Thesis/Dissertation http://hdl.handle.net/2429/14034 eng For non-commercial purposes only, such as research, private study and education. Additional conditions apply, see Terms of Use https://open.library.ubc.ca/terms_of_use. 1901259 bytes application/pdf |
collection |
NDLTD |
language |
English |
format |
Others
|
sources |
NDLTD |
description |
I present a simple method to render fields of grass, animated in the wind, in real-time. The technique employs vertex shaders to render displacement maps with Russian-doll style transparent shells. Animation is achieved by translating the surface according to a local wind vector while preserving the length of the blades of grass. Lighting is also done in a vertex shader, with point light sources, accounting for the anisotropic nature of grass, self-shadowing and attenuation. This technique achieves convincing results on current consumer graphics hardware and can be applied to other similar surfaces such as hair and fur. === Science, Faculty of === Computer Science, Department of === Graduate |
author |
Bakay, Brook M. |
spellingShingle |
Bakay, Brook M. Animating and lighting grass in real-time |
author_facet |
Bakay, Brook M. |
author_sort |
Bakay, Brook M. |
title |
Animating and lighting grass in real-time |
title_short |
Animating and lighting grass in real-time |
title_full |
Animating and lighting grass in real-time |
title_fullStr |
Animating and lighting grass in real-time |
title_full_unstemmed |
Animating and lighting grass in real-time |
title_sort |
animating and lighting grass in real-time |
publishDate |
2009 |
url |
http://hdl.handle.net/2429/14034 |
work_keys_str_mv |
AT bakaybrookm animatingandlightinggrassinrealtime |
_version_ |
1718589511140638720 |