As already mentioned in Chap. 8, if a virtual landscape with many plants must be rendered, several assumptions can be made concerning the data, which assist in finding an efficient rendering method. Usually the plants are arranged on the plane, which allows for the application of space partition methods. This is further simplified by the […]
Category: Digital Design of Nature
Rendering Complex Scenes
After having introduced the lighting model for leaves, we now turn to the lighting methods in the rendering of larger scenes. Especially in this case, the lighting computation must be applied in the most efficient manner, since we are working with an increased quantity of data. A number of techniques are available to practically solve […]
Optical Properties of Leaves
For the visual appearance of a synthetically generated image, it is important to determine how far the applied methods for the approximation of the light distribution are adequate for the data to be generated. While rendering of the surfaces of the tree skeletons with the already-mentioned local and global lighting procedures is achieved satisfactorily, the […]
Photorealistic Renditions of Leaves
Following the description of general rendering methods, we will now discuss special algorithms for the production of photorealistic landscape images. First we must determine what kind of visual effects are really necessary for the rendering of landscapes. For example, with the tools available today, it would be impossible to calculate the correct global light exchange […]
Further Rendering Methods
Global and local lighting methods, just like the procedures described so far for the modeling of plants, are based on the standard rendering pipeline: a threedimensional model of the data to be represented is generated and transformed by a mathematical projection onto the computer screen. Here the color of surfaces or pixels is determined by […]
Raytracing
A far more popular method is raytracing, in which Eqn. (9.5) is solved point by point. The emitted light of a surface point in a certain direction is yielded, in that first the direct lighting for the position is computed. This includes the direct light emitted from the light sources, as well as the shadow […]
Radiosity
A solution for Eqn. (9.5) is the radiosity method, in which all objects of the scene are divided into triangles and squares. Furthermore it is assumed that the objects consist of diffuse material only, which scatters the light evenly in all directions. The BRDF reduces itself in this case to a factor p, which is […]
The Rendering Equation
In 1986 Kajiya introduced an appropriate equation from thermodynamics into the formula that generally today serves as the starting point for all lighting models [103]. The emitted radiance L of a point on the surface at a place x in a direction in space J is given by L(x, J) = Le(x, J)+ fr (x, […]
Local Lighting Models
The local lighting methods utilized during the early years of computer graphics completely ignored indirect lighting in a scene. The amount of light was controlled only by the radiance of the light sources and direct illumination, where the reflection was approximated using different terms. The situation is illustrated in Fig. 9.2. Figure 9.2 Local lighting […]
Rendering
In the previous chapters, single plants and vegetation as a whole was described more or less from a botanical aspect. We discussed several methods that were designed to generate single plants and others that combine plant models to form plant communities and associations. To actually generate a realistic-looking image of a landscape, we must transform […]