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Animating prairies in real-time
2001
Proceedings of the 2001 symposium on Interactive 3D graphics - SI3D '01
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
doi:10.1145/364338.364375
fatcat:4smccbzuijbcra6jwkxxq4tetq