Remodelling of Botanical Trees for Real-Time Simulation
Abstract
This paper proposes a technique to use virtual trees created with an industry recognised modelling tool. Initially the skeletal structure is extracted and processed to generate a continuous mesh suitable for high quality, real-time rendering and simulation. Utilising the inherent hierarchical structure of botanical trees, the bone system is calculated from existing, low quality geometry. Once an ordered skeleton is available, a low resolution surface is created around the form as a single continuous mesh providing smooth, continuous connections where branches diverge, avoiding artefacts introduced by overlaid surfaces. Creation of the vertices relative to the skeletal structure ensures no miss-classification in assigning bone influence, allowing for realistic animation and effective mesh refinement introduced dynamically using GPU based techniques.
BibTeX
@inproceedings {10.2312:LocalChapterEvents:TPCG:TPCG11:001-008,
booktitle = {Theory and Practice of Computer Graphics},
editor = {Ian Grimstead and Hamish Carr},
title = {{Remodelling of Botanical Trees for Real-Time Simulation}},
author = {Reynolds, Daniel T. and Laycock, Stephen D. and Day, Andy M.},
year = {2011},
publisher = {The Eurographics Association},
ISBN = {978-3-905673-83-8},
DOI = {10.2312/LocalChapterEvents/TPCG/TPCG11/001-008}
}
booktitle = {Theory and Practice of Computer Graphics},
editor = {Ian Grimstead and Hamish Carr},
title = {{Remodelling of Botanical Trees for Real-Time Simulation}},
author = {Reynolds, Daniel T. and Laycock, Stephen D. and Day, Andy M.},
year = {2011},
publisher = {The Eurographics Association},
ISBN = {978-3-905673-83-8},
DOI = {10.2312/LocalChapterEvents/TPCG/TPCG11/001-008}
}