dc.contributor.author | Reynolds, Daniel T. | en_US |
dc.contributor.author | Laycock, Stephen D. | en_US |
dc.contributor.author | Day, Andy M. | en_US |
dc.contributor.editor | Ian Grimstead and Hamish Carr | en_US |
dc.date.accessioned | 2013-10-31T10:30:49Z | |
dc.date.available | 2013-10-31T10:30:49Z | |
dc.date.issued | 2011 | en_US |
dc.identifier.isbn | 978-3-905673-83-8 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/LocalChapterEvents/TPCG/TPCG11/001-008 | en_US |
dc.description.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. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modelling- I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism- | en_US |
dc.title | Remodelling of Botanical Trees for Real-Time Simulation | en_US |
dc.description.seriesinformation | Theory and Practice of Computer Graphics | en_US |