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dc.contributor.authorReynolds, Daniel T.en_US
dc.contributor.authorLaycock, Stephen D.en_US
dc.contributor.authorDay, Andy M.en_US
dc.contributor.editorIan Grimstead and Hamish Carren_US
dc.date.accessioned2013-10-31T10:30:49Z
dc.date.available2013-10-31T10:30:49Z
dc.date.issued2011en_US
dc.identifier.isbn978-3-905673-83-8en_US
dc.identifier.urihttp://dx.doi.org/10.2312/LocalChapterEvents/TPCG/TPCG11/001-008en_US
dc.description.abstractThis 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.publisherThe Eurographics Associationen_US
dc.subjectCategories 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.titleRemodelling of Botanical Trees for Real-Time Simulationen_US
dc.description.seriesinformationTheory and Practice of Computer Graphicsen_US


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