dc.contributor | Pozzer, Cesar Tadeu | |
dc.contributor | http://lattes.cnpq.br/4519764091092504 | |
dc.contributor | Comba, Joao Luiz Dihl | |
dc.contributor | http://lattes.cnpq.br/0988994019537246 | |
dc.contributor | Rutzig, Mateus Beck | |
dc.contributor | http://lattes.cnpq.br/5220540043911446 | |
dc.creator | Engel, Tiago Augusto | |
dc.date.accessioned | 2018-07-24T21:39:24Z | |
dc.date.accessioned | 2019-05-24T19:16:58Z | |
dc.date.available | 2018-07-24T21:39:24Z | |
dc.date.available | 2019-05-24T19:16:58Z | |
dc.date.created | 2018-07-24T21:39:24Z | |
dc.date.issued | 2018-02-26 | |
dc.identifier | http://repositorio.ufsm.br/handle/1/13900 | |
dc.identifier.uri | http://repositorioslatinoamericanos.uchile.cl/handle/2250/2833100 | |
dc.description.abstract | Rendering vegetation on virtual terrains is an important issue in computer graphics as plants
comprehend an integral part of natural landscapes. The main challenges are associated with
the complexity of natural ecosystems and the massive number of elements to distribute and
render. In particular, plant distribution is often pre-computed, imposing long iteration times
during editing and requiring considerable storage space. With the advances of modern GPUs,
it is possible to distribute plants at runtime. This dissertation presents a real-time framework
to populate virtual scenarios with grass, bushes, and trees. The framework is based on a viewdependent
data structure employed to request, manage and render plants dynamically. The
inputs of our system are the terrain heightmap and vector features representing natural and
human-made distribution constraints such as roads, rivers, and lakes. Based on textures derived
automatically from the input data, a GPU-based algorithm evaluates a set of placement rules to
determine the plant distributions. The elements generated are dynamically batched and rendered
using geometry instancing. The framework allows the quick population of vast terrains with a
small runtime overhead. | |
dc.publisher | Universidade Federal de Santa Maria | |
dc.publisher | Brasil | |
dc.publisher | Ciência da Computação | |
dc.publisher | UFSM | |
dc.publisher | Programa de Pós-Graduação em Ciência da Computação | |
dc.publisher | Centro de Tecnologia | |
dc.rights | http://creativecommons.org/licenses/by-nc-nd/4.0/ | |
dc.rights | Attribution-NonCommercial-NoDerivatives 4.0 International | |
dc.subject | Vegetação procedural | |
dc.subject | Renderização | |
dc.subject | Paisagens virtuais | |
dc.subject | Dados vetoriais | |
dc.subject | Procedural vegetation | |
dc.subject | Rendering | |
dc.subject | Virtual landscapes | |
dc.subject | Vector data | |
dc.title | Um framework para a distribuição e renderização de plantas em tempo-real para paisagens em larga escala | |
dc.type | Tesis | |