Dynamic Simulation of Grass Field Swaying in Wind
Hang Qiu, Leiting Chen, Jim X. Chen, Yugang Liu · Journal of Software · 2012
Abstract—Grass is an essential element of natural scenes, which plays an important role in various fields of applications, such as virtual reality, computer games and special effects of movie. Unfortunately, it is still difficult to render and animate grass with interactive frame rates due to the huge number and wide covering range of grass blades. Realistic simulation of dynamic grass field turns to be one of the most challenging topics in computer graphics. In this paper, we propose a method for dynamic simulation of grass field swaying in wind. The representation of large-scale grassland relies on three different levels of detail that reduce the rendering cost and still allow high-fidelity rendering of grass close to the viewer. To simulate real-time waggle of grasses, some physically based methods and procedural approaches are put forward according to different levels of detail. Experiments demonstrate that our method not only can realistically render the animated grass scenes in wind, but also can support the variable wind field. Index Terms—natural scenes, grass field, levels of detail, billboard, dynamic simulation I.