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Animating prairies in real-time
<span title="">2001</span>
<i title="ACM Press">
Proceedings of the 2001 symposium on Interactive 3D graphics - SI3D '01
</i>
Generation of dynamic natural scenes is essential for real-time applications, such as simulators or video-games. This paper presents a method for animating and rendering a prairie in real time. The geometric model for the grass relies on three different levels of detail: 3D geometry, volumetric textures (called here 2.5D representation), and 2D textures. The animation of these LODs is controlled through procedural animation primitives that implement wind effects such as slight breeze, gust of
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... nd, whirlwind, or blast of air due to a flying object. Smooth transitions between levels of detail are computed "on the fly" according to camera motion, without stopping the animation. We discuss real-time performance on two platforms: an SGI O2, and an ONYX 2 with an Infinite Reality board.
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