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William MacMillan : 0603042
Technical Supervisor : Matt Bett
Motivation
 Hardware Evolves leading to Detailed scenes
 Added complexity
 Increased Draw Calls
 Relatively slow to send primitives to the GPU
 100 models 10k poly -> 10k models 100 poly
 Popular in modern games
Goals
 Render in Real-time (60+ fps)
 100k+ object
 10 model types
 Capable for walkthrough and flyover cameras
 No L.O.D popping
Techniques
 Hybrid Rendering
 Dynamic image-based Imposters
 Billboard Clouds
 Geometry Instancing
 Geometry Shaders
 L.O.D
 Minimising Draw Calls
Research Question
“Utilising modern hardware, is it possible to render
dense forest scenes in real-time while retaining a
respectable frame rate (60fps+)?”
SpeedTree OgreTree
Previous Work / Questions
NVIDIA GF6800gt, 2004
 83k Models @ 4.7fps
Previous Work / Questions
NVIDIA GF6800gt, 2004
 83k Models @ 4.7fps

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Rendering dense forest scenes in real time

  • 1. William MacMillan : 0603042 Technical Supervisor : Matt Bett
  • 2. Motivation  Hardware Evolves leading to Detailed scenes  Added complexity  Increased Draw Calls  Relatively slow to send primitives to the GPU  100 models 10k poly -> 10k models 100 poly  Popular in modern games
  • 3. Goals  Render in Real-time (60+ fps)  100k+ object  10 model types  Capable for walkthrough and flyover cameras  No L.O.D popping
  • 4. Techniques  Hybrid Rendering  Dynamic image-based Imposters  Billboard Clouds  Geometry Instancing  Geometry Shaders  L.O.D  Minimising Draw Calls
  • 5. Research Question “Utilising modern hardware, is it possible to render dense forest scenes in real-time while retaining a respectable frame rate (60fps+)?” SpeedTree OgreTree
  • 6. Previous Work / Questions NVIDIA GF6800gt, 2004  83k Models @ 4.7fps
  • 7. Previous Work / Questions NVIDIA GF6800gt, 2004  83k Models @ 4.7fps