Figure 1: The static tree model on the left is converted into a developmental model (middle part) that encompasses the ability to create arbitrary intermediate stages between a very young model and the given geometry. We define a "growth space" that allows the user to edit the model in an enhanced way. A corresponding model is shown on the right. AbstractGiven a static tree model we present a method to compute developmental stages that approximate the tree's natural growth. The tree model is analyzed and a graph-based description its skeleton is determined. Based on structural similarity, branches are added where pruning has been applied or branches have died off over time. Botanic growth models and allometric rules enable us to produce convincing animations from a young tree that converge to the given model. Furthermore, the user can explore all intermediate stages.By selectively applying the process to parts of the tree even complex models can be edited easily. This form of reverse engineering enables users to create rich natural scenes from a small number of static tree models.
(a) (b) Tiled multi-class sets can be used to partition a tiled blue noise set into separate blue-noise sets. The two bottom lines show the filling order of our recursive tile in (a). First, sample points are filled in that are shared by one of the respective child tiles. The parent tile then visits the remaining children (in an optimized order) and instructs them to add their samples. For each subsequent 16 (number of children) samples, control is passed recursively to the childrenin the same order -to add more samples.We present a framework to distribute point samples with controlled spectral properties using a regular lattice of tiles with a single sample per tile. We employ a word-based identification scheme to identify individual tiles in the lattice. Our scheme is recursive, permitting tiles to be subdivided into smaller tiles that use the same set of IDs. The corresponding framework offers a very simple setup for optimization towards different spectral properties. Small lookup tables are sufficient to store all the information needed to produce different point sets. For blue noise with varying densities, we employ the bit-reversal principle to recursively traverse sub-tiles. Our framework is also capable of delivering multi-class blue noise samples. It is well-suitedWe thank the anonymous reviewers for their detailed feedback to improve the paper. Thanks to Cengiz Öztireli for sharing the grid test scene. Thanks to Carla Avolio for the voice over of the supporting video clip.
The placement of vegetation plays a central role in the realism of virtual scenes. We introduce procedural placement models (PPMs) for vegetation in urban layouts. PPMs are environmentally sensitive to city geometry and allow identifying plausible plant positions based on structural and functional zones in an urban layout. PPMs can either be directly used by defining their parameters or learned from satellite images and land register data. This allows us to populate urban landscapes with complex 3D vegetation and enhance existing approaches for generating urban landscapes. Our framework’s effectiveness is shown through examples of large-scale city scenes and close-ups of individually grown tree models. We validate the results generated with our framework with a perceptual user study and its usability based on urban scene design sessions with expert users.
Figure 1: A 3D tree model is imported to our framework (a) and develops according to a prevailing wind direction (b) and (c). Besides considering wind as developmental factor our system also handels the breaking of branches (d) and the abrasion and drying of buds (e). AbstractWe present a novel method for combining developmental tree models with turbulent wind fields. The tree geometry is created from internal growth functions of the developmental model and its response to external stress is induced by a physically-plausible wind field that is simulated by Smoothed Particle Hydrodynamics (SPH). Our tree models are dynamically evolving complex systems that (1) react in real-time to high-frequent changes of the wind simulation; and (2) adapt to long-term wind stress. We extend this process by wind-related effects such as branch breaking as well as bud abrasion and drying. In our interactive system the user can adjust the parameters of the growth model, modify wind properties and resulting forces, and define the tree's long-term response to wind. By using graphics hardware, our implementation runs at interactive rates for moderately large scenes composed of up to 20 tree models.
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