Skip to main content

Synthesizing Verdant Landscapes using Volumetric Textures

  • Conference paper
  • First Online:
Rendering Techniques ’96 (EGSR 1996)

Part of the book series: Eurographics ((EUROGRAPH))

Included in the following conference series:

Abstract

Volumetric textures are able to represent complex repetitive data such as foliage, fur and forests by storing one sample of geometry in a volumetric texel to be mapped onto a surface. This volume consists in samples of densities and reflectances stored in voxels. The texel can be prefiltered similarly to the mip-mapping algorithm, giving an efficient rendering in ray-tracing with low aliasing, using a single ray per pixel.

Our general purpose is to extend the volumetric texture method in order to provide a convenient and efficient tool for modeling, animating and rendering highly complex scenes in ray-tracing. In this paper, we show how to convert usual 3D models into texels, and how to render texels mapped onto any mesh type. We illustrate our method with verdant landscapes such as forests and lawns.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Phillippe de Reffye and al. Plant models faithful to botanical structure and development. In John Dill, editor, Computer Graphics (SIGGRAPH ’88 Proceedings), volume 22(4), pages 151–158, August 1988.

    Google Scholar 

  2. Alain Fournier and William T. Reeves. A simple model of ocean waves. In David C. Evans and Russell J. Athay, editors, Computer Graphics (SIGGRAPH ’86 Proceedings), volume 20, pages 75–84, August 1986.

    Google Scholar 

  3. J. D. Foley, A. van Dam, S. K. Feiner, and J. F. Hughes. Computer Graphics: Principles and Practices (2nd Edition). Addison Wesley, 1990.

    Google Scholar 

  4. James T. Kajiya and Timothy L. Kay. Rendering fur with three dimensional textures. In Jeffrey Lane, editor, Computer Graphics (SIGGRAPH ’89 Proceedings), volume 23(3), pages 271–280, July 1989.

    Google Scholar 

  5. Fabrice Neyret. Animated texels. In Eurographics Workshop on Animation and Simulation ’95, pages 97–103, September 1995.

    Google Scholar 

  6. Fabrice Neyret. A general and multiscale method for volumetric textures. In Graphics Interface’95 Proceedings, pages 83–91, May 1995.

    Google Scholar 

  7. Fabrice Neyret. Textures Volumiques pour la Synthèse d’Images. PhD thesis, Université Paris-XI-INRIA, 1996.

    Google Scholar 

  8. Tsukasa Noma. Bridging between surface rendering and volume rendering for multi-resolution display. In 6th Eurographics Workshop on Rendering, June 1995.

    Google Scholar 

  9. Przemyslaw Prusinkiewicz and al. Developmental models of herbaceous plants for computer imagery purposes. In John Dill, editor, Computer Graphics (SIGGRAPH ’88 Proceedings), volume 22, pages 141–150, August 1988.

    Google Scholar 

  10. Ken Perlin. An image synthesizer. In B. A. Barsky, editor, Computer Graphics (SIGGRAPH ’85 Proceedings), volume 19(3), pages 287–296, July 1985.

    Google Scholar 

  11. Ken Perlin and Eric M. Hoffert. Hypertexture. In Jeffrey Lane, editor, Computer Graphics (SIGGRAPH ’89 Proceedings), volume 23(3), pages 253–262, July 1989.

    Google Scholar 

  12. William T. Reeves and Ricki Blau. Approximate and probabilistic algorithms for shading and rendering structured particle systems. In B. A. Barsky, editor, Computer Graphics (SIGGRAPH ’85 Proceedings), volume 19(3), pages 313–322, July 1985.

    Google Scholar 

  13. Mikio Shinya. Hierarchical 3D texture. In Graphics Interface ’92 Workshop on Local Illumination, pages 61–67, May 1992.

    Google Scholar 

  14. Lance Williams. Pyramidal parametrics. In Computer Graphics (SIGGRAPH ’83 Proceedings), volume 17(3), pages 1–11, July 1983.

    Article  Google Scholar 

  15. Jason Weber and Joseph Penn. Creation and rendering of realistic trees. In Robert Cook, editor, Computer Graphics (SIGGRAPH ’95 Proceedings), pages 119–128, August 1995.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 1996 Springer-Verlag/Wien

About this paper

Cite this paper

Neyret, F. (1996). Synthesizing Verdant Landscapes using Volumetric Textures. In: Pueyo, X., Schröder, P. (eds) Rendering Techniques ’96. EGSR 1996. Eurographics. Springer, Vienna. https://doi.org/10.1007/978-3-7091-7484-5_22

Download citation

  • DOI: https://doi.org/10.1007/978-3-7091-7484-5_22

  • Published:

  • Publisher Name: Springer, Vienna

  • Print ISBN: 978-3-211-82883-0

  • Online ISBN: 978-3-7091-7484-5

  • eBook Packages: Springer Book Archive

Publish with us

Policies and ethics