This thesis introduces a method for fast rendering of a forest sceneryin real-time. The subject of forest visualization has been an activeresearch field in real-time rendering and this paper draws on theideas and theory of previous work. The model that we employ is a hybridof different techniques used in terrain visualization andthe entertainment industry.
We can effectively divide this paper into two seperate parts. Inthe first part we concentrate on building a forest model bypositioning trees in a landscape based on a quadtree. Weshow how to build an hierarchical structure by placing trees in such amanner that more trees are visible the further down the quadtree wetraverse. Methods for placing different treetypes in the terrain and a dynamic memory scheme are also discussed.
The second part concentrates on the representation of trees in ourmodel. We introduce a discrete Level-of-Detail method for effectivevisualization of thousands of trees by reducing the overallpolygon-count. To save memory we also show how the information for a tree can be organized in an effective structure.
Since we are working within the bounds of real-time rendering, wefinally show how to visualize our model. By using alfablending we canfade trees in and out of the landscape in such a fashion that we avoidpopping artifacts. Finally we introduce how height values can be integrated into the our model.