From what I have seen most forest rendering in computer graphics is based off of rendering many point sprite trees either in order, or with some kind of alpha cut to eliminate z-buffer artifiacts.
Simple Point Sprite Forests
http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series4/Billboarding_renderstates.php
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigZmUXhvugwk7OhEcBpOMHoYHhnaiP5LsxKNzQGMjXVZ-SP-RBm37fVLqlLfCDzq7JNju8L70b-2gXwSizdxa6P4upbzCEVtj-5YN8J4nzwzz2sYXFduFMI0I3_D9fxUeDDYM18xKK9mf2/s320/riemers2.png)
Cylindrical Point sprites only look good from ground level
http://vision.mas.ecp.fr/Personnel/teboul/files/pma06_teboul.pdf
"We would like to show that it is feasible to use three cross
billboards to realize a fast and realistic rendering of a big
forest in our software ForestRoam: Forest Rendering and
Simulation with Image models."
Certainly rendering a large forest scene would have to include a point sprite for every tree- for realistic scenes this would require an astronomical number of sprites- many thousands for a single frame...
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