Thats a unique idea.You should consider the following idea to enhance your idea so that it would impact uniquely: Realistic real-time rendering and lighting of forests is an important aspect for simulators and video games. This is a difficult problem, due to the massive amount of geometry: aerial forest views display millions of trees on a wide range of distances, from the camera to the horizon. Light interactions, whose effects are visible at all scales, are also a problem: sun and sky dome contributions, shadows beten trees, inside trees, on the ground, and view-light masking correlations.   present a method to render very large forest scenes in real-time, with realistic lighting at all scales, and without popping nor aliasing. Our method is based on two new forest representations, z-fields and shader-maps, with a seamless transition beten them. Our first model builds on light fields and height fields to represent and render the nearest trees individually, accounting for all lighting effects. Our second model is a location, view and light dependent shader mapped on the terrain, accounting for the cumulated subpixel effects. Qualitative comparisons with photos show that our method produces realistic results. © 2012 Wiley Periodicals, Inc.#R##N##R##N#(This work is funded by the ANR 2010 JCJC 0207 01 “SimOne” project.  thank Laurence Boissieux for the 3D tree models and Charles de Rousiers for proofreading this paper.)
['Eric Bruneton', 'Fabrice Neyret']
I am writing a research paper on a idea Real-time Realistic Rendering and Lighting of Forests
[{"from": "human", "value": "I am writing a research paper on a idea Real-time Realistic Rendering and Lighting of Forests"}, {"from": "gpt", "value": "Thats a unique idea.You should consider the following idea to enhance your idea so that it would impact uniquely: Realistic real-time rendering and lighting of forests is an important aspect for simulators and video games. This is a difficult problem, due to the massive amount of geometry: aerial forest views display millions of trees on a wide range of distances, from the camera to the horizon. Light interactions, whose effects are visible at all scales, are also a problem: sun and sky dome contributions, shadows beten trees, inside trees, on the ground, and view-light masking correlations.   present a method to render very large forest scenes in real-time, with realistic lighting at all scales, and without popping nor aliasing. Our method is based on two new forest representations, z-fields and shader-maps, with a seamless transition beten them. Our first model builds on light fields and height fields to represent and render the nearest trees individually, accounting for all lighting effects. Our second model is a location, view and light dependent shader mapped on the terrain, accounting for the cumulated subpixel effects. Qualitative comparisons with photos show that our method produces realistic results. \u00a9 2012 Wiley Periodicals, Inc.#R##N##R##N#(This work is funded by the ANR 2010 JCJC 0207 01 \u201cSimOne\u201d project.  thank Laurence Boissieux for the 3D tree models and Charles de Rousiers for proofreading this paper.)"}]