Yep, most LIDAR data is provided with some sort of classification in order to be able to filter the laser returns and only keep the ground (for DEM production and archaeological/micro-topographical detection).
A “good” classification is precise enough to filter low foliage, high foliage, rocks, constructions and such. So, indeed, I get how you could use this to improve foliage seeding algorithms.
I will upload the colored Besancon data tonight, I am very curious to see how shadow rendering would do with this dataset.
I will also have to read more carefully your last post, because I am not quite sure I understand everything !
By the way , do you think it’s possible to use what nvidia developed recently (see http://on-demand.gputechconf.com/gtc/2016/presentation/s6512-innfarn-yoo-massive-time-lapse-vr.pdf) and “hook it up” in some ways to the engine ?
I am in touch with them about this project, could be possible to make this happen with some help from their side.