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Procedural Rendering of Geometry-Based Grass in Real-Time
Blekinge Institute of Technology, School of Computing.
2013 (English)Independent thesis Basic level (degree of Bachelor)Student thesis
Abstract [en]

Since grass is abundant on our planet it plays an important role in the rendering of many different outdoor scenes. This study focuses on the real-time rendering of many individual grass blades with geometry. As a grass blade in real life is very thin and have a simple shape it can be represented with only a handful of vertices. The challenge is introduced when a meadow of grass is to be rendered as it can contain billions of grass blades. Two different algorithms were developed; one which use traditional vertex buffers to store and render the grass blades while the other makes use of textures. Quantitative data was generated from these algorithms. Among this data were images of the scene. These images were subjected to a questionnaire to collect qualitative information about the grass. All the generated data was then analyzed and interpreted to find advantages and disadvantages of the algorithms. The buffer-based algorithm was found to be slightly more computationally efficient compared to the texture-based algorithm. The quality of the visual result was perceived to be towards good while the realism was perceived as mediocre at best. The advantage of the texture-based algorithm is that it allows more options to handle the grass blades data when rendering. Using the terrain data to generate the grass blades was concluded to be advantageous. The realism of the grass could have been improved by using a grass blade texture as well as introducing variety in density and grass species.

Abstract [sv]

Eftersom gräs är rikligt på vår planet spelar den en viktig roll vid renderingen av många olika utomhusscener. Denna studie fokuserar på realtidsrendering av många individuella gräsblad med geometri. Eftersom ett gräsblad i verkligheten är mycket tunnt och har en enkel form kan den representeras med endast en handfull vertiser. Utmaningen introduceras när en äng av gräs ska renderas eftersom som den kan innehålla miljarder gräsblad. Två olika algoritmer utvecklades, en som använder traditionella vertex buffrar för att lagra och rendera gräsbladen medan den andra använder sig av texturer. Kvantitativ data genererades från dessa algoritmer. Bland denna data fanns bilder av scenen. Dessa bilder utsattes för ett frågeformulär för att samla in kvalitativ information om gräset. All den data som genereras analyserades och tolkades för att hitta fördelar och nackdelar med algoritmerna. Den bufferbaserade algoritmen upptäcktes vara beräkningsmässigt effektivare jämfört med den texturbaserade algoritmen. Den upplevda kvalitén på det visuella resultatet ansågs vara närmare bra medan realismen uppfattades som medioker i bästa fall. Fördelen med den texturen-baserad algoritm är att den tillåter fler möjligheter att hantera gräsblads-data vid rendering. Slutsatsen av att använda terrängens data för att generera gräsbladen sågs vara fördelaktigt. Realismen av gräset kunde förbättrats genom att använda en gräsblads-textur, samt variation i densitet och gräsarter.

Place, publisher, year, edition, pages
2013. , p. 82
Keywords [en]
procedural, grass, rendering, real-time
National Category
Computer Sciences
Identifiers
URN: urn:nbn:se:bth-2583Local ID: oai:bth.se:arkivex9B18626FA27D52C9C1257BAE002CA00DOAI: oai:DiVA.org:bth-2583DiVA, id: diva2:829867
Uppsok
Technology
Supervisors
Available from: 2015-04-22 Created: 2013-07-20 Last updated: 2018-01-11Bibliographically approved

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