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Time Patience Perseverance

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 In the last few weeks I have been researching these few papers here on different grass techniques: https://www.researchgate.net/publication/244493698_Real_Time_Animated_Grass https://www.researchgate.net/publication/278628125_Rendering_Grass_in_Real_Time_with_Dynamic_Light_Sources https://www.researchgate.net/publication/220979014_Realtime_rendering_of_realistic-looking_grass These papers look at bidirectional texture formats (BTFs) and shells as a grass rendering techniques. I then compiled what I learnt about them into a more readable and concise format that discussed what the technique was and its strengths and weaknesses.  Here are the two paragraphs I wrote on the topics: BTF: Bidirectional Texture Functions (BTFs) is a form of rendering technique that is used to draw highly complex objects by sacrificing memory for reduced computation. It does this by baking 3D objects with various view angles and lighting into a series of several thousand images and picking the correct one base