Physically Based Real-Time Translucency for Leaves

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Uploaded by on Oct 2, 2008

This video shows a new shading model for real-time rendering of leaves. The subsurface scattering inside the leaves is precomputed using a form of precomputed radiance transfer that is fast to evaluate at runtime.

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Science & Technology

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Standard YouTube License

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  • I'd like to report a murder. YouTube compression killed this video.

  • And the graphics cards probably need to get a bit faster and get more memory to be able to play a full game with a forrest full of such trees. :) I hope that I can experience flying in a simulator with such trees. :) Trees that respond realistically to wind turbulance etc. :D :D That would be awesome.

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All Comments (6)

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  • Wish it was waving

  • what engine is this ?

  • I am thinking "Endor" from Return of the Jedi. I have always wanted to recreate a one level game that recreates that battle with the Redwoods... I wonder how far off the possibility for this type of rendering is in a game environment?

  • This is what next gen trees should be, not that billboarded speedtree stuff.

    The problem is it's only for rendering, somebody has really ought to make an engine that can handle trees like this.

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