Pere-Pau Vázquez, Marcos Balsa


There is a growing interest in simulating natural phenomena in computer graphics applications. Animating natural scenes in real time is one of the most challenging problems due to the inherent complexity of their structure, formed by millions of geometric entities, and the interactions that happen within. An example of natural scenario that is needed for games or simulation programs are forests. Forests are difficult to render because the huge amount of geometric entities and the large amount of detail to be represented. Moreover, the interactions between the objects (grass, leafs) and external forces such as wind are complex to model. In this paper we concentrate in the rendering of falling leafs at low cost. We present a technique that exploits graphics hardware in order to render thousands of leafs with different falling paths at real time and low memory requirements.


  1. Bradley, D. (2004). Visualizing botanical trees over four seasons. In IEEE Visualization, page 13.
  2. Braitmaier, M., Diepstraten, J., and Ertl, T. (2004). RealTime Rendering of Seasonal Influenced Trees. In Lever, P., editor, Procceedings of Theory and Practice of Computer Graphics, pages 152-159. Eurgraphics, UK.
  3. Decaudin, P. and Neyret, F. (2004). Rendering forest scenes in real-time. In Jensen, H. W. and Keller, A., editors, Rendering Techniques, pages 93-102. SpringerVerlag.
  4. Deussen, O., Colditz, C., Stamminger, M., and Drettakis, G. (2002). Interactive visualization of complex plant ecosystems. In VIS 7802: Proceedings of the conference on Visualization 7802, pages 219-226, Washington, DC, USA. IEEE Computer Society.
  5. Franzke, O. and Deussen, O. (2003). In Plant Modelling and Applications, chapter Accurate graphical representation of plant leaves. Springer-Verlag.
  6. Gerasimov, P., Fernando, R., and Green, S. (2004). Shader model 3.0, using vertex textures, whitepaper.
  7. Jakulin, A. (2000). Interactive vegetation rendering with slicing and blending. In de Sousa, A. and Torres, J., editors, Proc. Eurographics 2000 (Short Presentations). Eurographics.
  8. Ota, S., Tamura, M., Fujimoto, T., Muraoka, K., and Chiba, N. (2004). A hybrid method for real-time animation of trees swaying in wind fields. The Visual Computer, 20(10):613-623.
  9. Reeves, W. T. and Blau, R. (1985). Approximate and probabilistic algorithms for shading and rendering structured particle systems. In Barsky, B. A., editor, Computer Graphics Proceedings (Proc. SIGGRAPH 7885), volume 19, pages 313-322.
  10. Schödl, A., Szeliski, R., Salesin, D. H., and Essa, I. (2000). Video textures. In Akeley, K., editor, Siggraph 2000, Computer Graphics Proceedings, pages 489-498. ACM Press / ACM SIGGRAPH / Addison Wesley Longman.
  11. Wei, X., Zhao, Y., Fan, Z., Li, W., Yoakum-Stover, S., and Kaufman, A. (2003). Blowing in the wind. In Proc. of the 2003 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, pages 75-85, Switzerland. Eurographics Association.
  12. Wejchert, J. and Haumann, D. (1991). Animation aerodynamics. SIGGRAPH Comput. Graph., 25(4):19-22.

Paper Citation

in Harvard Style

Vázquez P. and Balsa M. (2007). REAL TIME FALLING LEAVES . In Proceedings of the Second International Conference on Computer Graphics Theory and Applications - Volume 1: GRAPP, ISBN 978-972-8865-71-9, pages 244-251. DOI: 10.5220/0002082002440251

in Bibtex Style

author={Pere-Pau Vázquez and Marcos Balsa},
booktitle={Proceedings of the Second International Conference on Computer Graphics Theory and Applications - Volume 1: GRAPP,},

in EndNote Style

JO - Proceedings of the Second International Conference on Computer Graphics Theory and Applications - Volume 1: GRAPP,
SN - 978-972-8865-71-9
AU - Vázquez P.
AU - Balsa M.
PY - 2007
SP - 244
EP - 251
DO - 10.5220/0002082002440251