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Graphics: Terrain, Foilage, and Sky


GPU Terrain Rendering

Harald Vistnes
Game Programming Gems 6, 2006.

Cached Procedural Textures for Terrain Rendering

Carsten Dachsbacher and Marc Stamminger
ShaderX4, 2006.

Widgets: Rendering Fast and Persistent Foliage

Martin Brownlow
Game Programming Gems 5, 2005.

2.5 Dimensional Impostors for Realistic Trees and Forrests

Gabor Szijarto (Technical University of Budapest)
Game Programming Gems 5, 2005.

Procedural Level Generation

Timothy Roden and Ian Parberry (University of North Texas)
Game Programming Gems 5, 2005.

Towards Photorealism in Virtual Botany

David Whatley (Simutronics Corporation)
GPU Gems 2, 2005.

Terrain Rendering using GPU-Based Geometry Clipmaps

Arul Asirvatham and Hugues Hoppe (Microsoft Research)
GPU Gems 2, 2005.

Accurate Atmospheric Scattering

Sean O'Neil
GPU Gems 2, 2005.

Animated Procedural Skies

John M. Olsen (Infix Games)
Massively Multiplayer Game Development 2, 2005.

Rendering Countless Blades of Waving Grass

Kurt Pelzer (Piranha Bytes)
GPU Gems, 2004.

Terrain Occlusion Culling with Horizons

Glenn Fiedler (Irrational Games)
Game Programming Gems 4, 2004.

Procedural Worlds: Avoiding the Data Explosion

Sean O’Neil (Contract Developer for Maxis, Inc)
Massively Multiplayer Game Development, 2003.

Building a Flexible Terrain Engine for the Future

Trent Polack (Burnt Fur Entertainment)
Graphics Programming Methods, 2003.

Visible Terrain Grid Determination Using the Frustum

Christopher Tremblay
Graphics Programming Methods, 2003.

Real-Time Generation and Rendering of 3D Planets

Jesse Laeuchli
Graphics Programming Methods, 2003.

Pixel Shader Optimizations for Terrain Rendering

Kenny Mitchell (Electronic Arts)
Graphics Programming Methods, 2003.

Simple and Efficient Line-of-Sight for 3D Landscapes

Tom Vykruta (Surreal Software)
AI Game Programming Wisdom, 2002.

Fast Heightfield Normal Calculation

Jason Shankel (Maxis)
Game Programming Gems 3, 2002.
Abstract: Heightfields are two-dimensional arrays of height values, commonly used to store terrain or water surface data, and are also commonly used for calculating bump maps. This article will describe how we can take advantage of the special characteristics of heightfield meshes to significantly optimize vertex normal calculation.

Methods for Dynamic, Photorealistic Terrain Lighting

Naty Hoffman and Kenny Mitchell (Westwood Studios)
Game Programming Gems 3, 2002.
Abstract: This article will present several methods for producing high-quality, physically based lighting solutions for terrain under dynamic lighting conditions. Topics include: Sunlight (Horizon Angles, Shadow Ellipses, and PTMs), Skylight (Radiosity Approximations and Patches), Animated Cloud Shadows, Video-Based Solutions, and Nonterrain Objects.

Blending Textures For Terrain

Alex Vlachos
ShaderX, 2002.

Animated Grass with Pixel and Vertex Shaders

John Isidoro and Drew Card
ShaderX, 2002.

A High-Performance Tile-based Line-of-Sight and Search System

Matt Pritchard (Ensemble Studios)
Game Programming Gems 2, 2001.

Simplified Terrain Using Interlocking Tiles

Greg Snook
Game Programming Gems 2, 2001.
Abstract: This article proposes a simple method for interlocking tiles that requires a minimal amount of coding. The technique offers the benefits of dynamically adapting detail levels and animation flexibility. It does this while maintaining a data system that is perfectly suited for hardware transform and lighting.

Rendering Distant Scenery with Skyboxes

Jason Shankel (Maxis)
Game Programming Gems 2, 2001.
Abstract: Rending distant scenery in 3D can be accomplished with skyboxes. This article explains the principle of skyboxing and describes alternative means for rendering a skyboxed scene.

Real-Time Realistic Terrain Generation

Guy W. Lecky-Thompson
Game Programming Gems, 2000.

Fractal Terrain Generation - Fault Formation

Jason Shankel (Maxis)
Game Programming Gems, 2000.

Fractal Terrain Generation - Midpoint Displacement

Jason Shankel (Maxis)
Game Programming Gems, 2000.

Fractal Terrain Generation - Particle Deposition

Jason Shankel (Maxis)
Game Programming Gems, 2000.

Real-Time Animation of Trees

Thomas Di Giacomo (MIRALab - University of Geneva), Stéphane Capo (Oktal), and François Faure (iMAGIS Lab)
Graphics Programming Methods, 2003.

 
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