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...

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Main Author: Bakay, Brook M.
Format: Others
Language:English
Published: 2009
Online Access:http://hdl.handle.net/2429/14034
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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
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language English
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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
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