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An Automated Modeling Method for Multiple Detail Levels of Real-Time Trees

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3 Author(s)
Koniaris, C. ; VR Dept., FHW, Athens ; Gaitatzes, A. ; Papaioannou, G.

Rendering realistic outdoor scenes in realtime applications is a difficult task to accomplish since the geometric complexity of the objects, and most notably of trees, is too high for current hardware to handle efficiently in large amounts.Our method generates trees with self-similarity, and later exploits this property by heavily sharing pre-rendered textures of similar parts of the tree. The intrinsic tree hierarchy of the trees, combined with their self-similarity, allows generation of multiple levels of detail. Here we present the flow of the processing stage, from the collection of the required input data until the export of the models in all their levels of detail as well as related and additional data.

Published in:

Games and Virtual Worlds for Serious Applications, 2009. VS-GAMES '09. Conference in

Date of Conference:

23-24 March 2009