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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/10.20385/1860-2037/5.2008.2Download
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@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" }Download
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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 -Download
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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. ERDownload
Mods
<mods> <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> <classification authority="ddc">004</classification> <relatedItem type="host"> <genre authority="marcgt">periodical</genre> <genre>academic journal</genre> <titleInfo> <title>JVRB - Journal of Virtual Reality and Broadcasting</title> </titleInfo> <part> <detail type="volume"> <number>5(2008)</number> </detail> <detail type="issue"> <number>2</number> </detail> <date>2008</date> </part> </relatedItem> <identifier type="issn">1860-2037</identifier> <identifier type="urn">urn:nbn:de:0009-6-12957</identifier> <identifier type="doi">10.20385/1860-2037/5.2008.2</identifier> <identifier type="uri">http://nbn-resolving.de/urn:nbn:de:0009-6-12957</identifier> <identifier type="citekey">vázquez2008</identifier> </mods>Download
Full Metadata
Bibliographic Citation | JVRB, 5(2008), no. 2. |
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Title |
Rendering Falling Leaves on Graphics Hardware (eng) |
Author | Pere-Pau Vázquez, Marcos Balsa |
Language | eng |
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. |
Subject | Hardware Accelerated Rendering, Natural phenomena, Real-Time Rendering, Tree Leaves |
Classified Subjects |
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DDC | 004 |
Rights | DPPL |
URN: | urn:nbn:de:0009-6-12957 |
DOI | https://doi.org/10.20385/1860-2037/5.2008.2 |