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Pere-Pau Vázquez, and Marcos Balsa, Rendering Falling Leaves on Graphics Hardware. JVRB - Journal of Virtual Reality and Broadcasting, 5(2008), no. 2. (urn:nbn:de:0009-6-12957)

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%0 Journal Article
%T Rendering Falling Leaves on Graphics Hardware
%A Vázquez, Pere-Pau
%A Balsa, Marcos
%J JVRB - Journal of Virtual Reality and Broadcasting
%D 2008
%V 5(2008)
%N 2
%@ 1860-2037
%F vázquez2008
%X There is a growing interest in simulating natural phenomena in computer graphics applications. Animating natural scenes in real time is one of the most challenging problems due to the inherent complexity of their structure, formed by millions of geometric entities, and the interactions that happen within. An example of natural scenario that is needed for games or simulation programs are forests. Forests are difficult to render because the huge amount of geometric entities and the large amount of detail to be represented. Moreover, the interactions between the objects (grass, leaves) and external forces such as wind are complex to model. In this paper we concentrate in the rendering of falling leaves at low cost. We present a technique that exploits graphics hardware in order to render thousands of leaves with different falling paths in real time and low memory requirements.
%L 004
%K Hardware Accelerated Rendering
%K Natural phenomena
%K Real-Time Rendering
%K Tree Leaves
%R 10.20385/1860-2037/5.2008.2
%U http://nbn-resolving.de/urn:nbn:de:0009-6-12957
%U http://dx.doi.org/10.20385/1860-2037/5.2008.2

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Bibtex

@Article{vázquez2008,
  author = 	"V{\'a}zquez, Pere-Pau
		and Balsa, Marcos",
  title = 	"Rendering Falling Leaves on Graphics Hardware",
  journal = 	"JVRB - Journal of Virtual Reality and Broadcasting",
  year = 	"2008",
  volume = 	"5(2008)",
  number = 	"2",
  keywords = 	"Hardware Accelerated Rendering; Natural phenomena; Real-Time Rendering; Tree Leaves",
  abstract = 	"There is a growing interest in simulating natural phenomena in computer graphics applications. Animating natural scenes in real time is one of the most challenging problems due to the inherent complexity of their structure, formed by millions of geometric entities, and the interactions that happen within. An example of natural scenario that is needed for games or simulation programs are forests. Forests are difficult to render because the huge amount of geometric entities and the large amount of detail to be represented. Moreover, the interactions between the objects (grass, leaves) and external forces such as wind are complex to model. In this paper we concentrate in the rendering of falling leaves at low cost. We present a technique that exploits graphics hardware in order to render thousands of leaves with different falling paths in real time and low memory requirements.",
  issn = 	"1860-2037",
  doi = 	"10.20385/1860-2037/5.2008.2",
  url = 	"http://nbn-resolving.de/urn:nbn:de:0009-6-12957"
}

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RIS

TY  - JOUR
AU  - Vázquez, Pere-Pau
AU  - Balsa, Marcos
PY  - 2008
DA  - 2008//
TI  - Rendering Falling Leaves on Graphics Hardware
JO  - JVRB - Journal of Virtual Reality and Broadcasting
VL  - 5(2008)
IS  - 2
KW  - Hardware Accelerated Rendering
KW  - Natural phenomena
KW  - Real-Time Rendering
KW  - Tree Leaves
AB  - There is a growing interest in simulating natural phenomena in computer graphics applications. Animating natural scenes in real time is one of the most challenging problems due to the inherent complexity of their structure, formed by millions of geometric entities, and the interactions that happen within. An example of natural scenario that is needed for games or simulation programs are forests. Forests are difficult to render because the huge amount of geometric entities and the large amount of detail to be represented. Moreover, the interactions between the objects (grass, leaves) and external forces such as wind are complex to model. In this paper we concentrate in the rendering of falling leaves at low cost. We present a technique that exploits graphics hardware in order to render thousands of leaves with different falling paths in real time and low memory requirements.
SN  - 1860-2037
UR  - http://nbn-resolving.de/urn:nbn:de:0009-6-12957
DO  - 10.20385/1860-2037/5.2008.2
ID  - vázquez2008
ER  - 
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Wordbib

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<b:Comments>There is a growing interest in simulating natural phenomena in computer graphics applications. Animating natural scenes in real time is one of the most challenging problems due to the inherent complexity of their structure, formed by millions of geometric entities, and the interactions that happen within. An example of natural scenario that is needed for games or simulation programs are forests. Forests are difficult to render because the huge amount of geometric entities and the large amount of detail to be represented. Moreover, the interactions between the objects (grass, leaves) and external forces such as wind are complex to model. In this paper we concentrate in the rendering of falling leaves at low cost. We present a technique that exploits graphics hardware in order to render thousands of leaves with different falling paths in real time and low memory requirements.</b:Comments>
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ISI

PT Journal
AU Vázquez, P
   Balsa, M
TI Rendering Falling Leaves on Graphics Hardware
SO JVRB - Journal of Virtual Reality and Broadcasting
PY 2008
VL 5(2008)
IS 2
DI 10.20385/1860-2037/5.2008.2
DE Hardware Accelerated Rendering; Natural phenomena; Real-Time Rendering; Tree Leaves
AB There is a growing interest in simulating natural phenomena in computer graphics applications. Animating natural scenes in real time is one of the most challenging problems due to the inherent complexity of their structure, formed by millions of geometric entities, and the interactions that happen within. An example of natural scenario that is needed for games or simulation programs are forests. Forests are difficult to render because the huge amount of geometric entities and the large amount of detail to be represented. Moreover, the interactions between the objects (grass, leaves) and external forces such as wind are complex to model. In this paper we concentrate in the rendering of falling leaves at low cost. We present a technique that exploits graphics hardware in order to render thousands of leaves with different falling paths in real time and low memory requirements.
ER

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Mods

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  <titleInfo>
    <title>Rendering Falling Leaves on Graphics Hardware</title>
  </titleInfo>
  <name type="personal">
    <namePart type="family">Vázquez</namePart>
    <namePart type="given">Pere-Pau</namePart>
  </name>
  <name type="personal">
    <namePart type="family">Balsa</namePart>
    <namePart type="given">Marcos</namePart>
  </name>
  <abstract>There is a growing interest in simulating natural phenomena in computer graphics applications. Animating natural scenes in real time is one of the most challenging problems due to the inherent complexity of their structure, formed by millions of geometric entities, and the interactions that happen within. An example of natural scenario that is needed for games or simulation programs are forests. Forests are difficult to render because the huge amount of geometric entities and the large amount of detail to be represented. Moreover, the interactions between the objects (grass, leaves) and external forces such as wind are complex to model. In this paper we concentrate in the rendering of falling leaves at low cost. We present a technique that exploits graphics hardware in order to render thousands of leaves with different falling paths in real time and low memory requirements.</abstract>
  <subject>
    <topic>Hardware Accelerated Rendering</topic>
    <topic>Natural phenomena</topic>
    <topic>Real-Time Rendering</topic>
    <topic>Tree Leaves</topic>
  </subject>
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      <date>2008</date>
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  <identifier type="issn">1860-2037</identifier>
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  <identifier type="uri">http://nbn-resolving.de/urn:nbn:de:0009-6-12957</identifier>
  <identifier type="citekey">vázquez2008</identifier>
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