Abstract
In recent years the development of graphics hardware and efficient rendering algorithms enabled game developers to create large landscapes and render them at interactive rates. However, the shown scenes are still rough approximations that do not reach the complexity of real nature. To obtain sufficient simulations with a degree of realism that comes close to nature, a couple of problems have to be solved. In this extended abstract these challenges are roughly sketched, references are given for further readings.
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Deussen, O., Lintermann, B.: Digital desing of Nature - computer generated plants and organics. Springer, Heidelberg (2005)
Behrendt, S., Colditz, C., Franzke, O., Kopf, J., Deussen, O.: Realistic real-time rendering of landscapes using billboard clouds. Computer Graphics Forum 24(3) (2005)
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© 2007 Springer Berlin Heidelberg
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Deussen, O. (2007). The Algorithmic Beauty of Digital Nature. In: Kaufmann, M., Wagner, D. (eds) Graph Drawing. GD 2006. Lecture Notes in Computer Science, vol 4372. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-70904-6_2
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DOI: https://doi.org/10.1007/978-3-540-70904-6_2
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-70903-9
Online ISBN: 978-3-540-70904-6
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