Efficient modeling of entangled details for natural scenes
Digital landscape realism often comes from the multitude of details that are hard to model such as fallen leaves, rock piles or entangled fallen branches. In this article, we present a method for augmenting natural scenes with a huge amount of details such as grass tufts, stones, leaves or twigs. Ou...
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Published in | Computer graphics forum Vol. 35; no. 7; pp. 257 - 267 |
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Main Authors | , , , , |
Format | Journal Article |
Language | English |
Published |
Oxford
Blackwell Publishing Ltd
01.10.2016
Wiley |
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Abstract | Digital landscape realism often comes from the multitude of details that are hard to model such as fallen leaves, rock piles or entangled fallen branches. In this article, we present a method for augmenting natural scenes with a huge amount of details such as grass tufts, stones, leaves or twigs. Our approach takes advantage of the observation that those details can be approximated by replications of a few similar objects and therefore relies on mass‐instancing. We propose an original structure, the Ghost Tile, that stores a huge number of overlapping candidate objects in a tile, along with a pre‐computed collision graph. Details are created by traversing the scene with the Ghost Tile and generating instances according to user‐defined density fields that allow to sculpt layers and piles of entangled objects while providing control over their density and distribution. |
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AbstractList | Digital landscape realism often comes from the multitude of details that are hard to model such as fallen leaves, rock piles or entangled fallen branches. In this article, we present a method for augmenting natural scenes with a huge amount of details such as grass tufts, stones, leaves or twigs. Our approach takes advantage of the observation that those details can be approximated by replications of a few similar objects and therefore relies on mass-instancing. We propose an original structure, the Ghost Tile, that stores a huge number of overlapping candidate objects in a tile, along with a pre-computed collision graph. Details are created by traversing the scene with the Ghost Tile and generating instances according to user-defined density fields that allow to sculpt layers and piles of entangled objects while providing control over their density and distribution. Digital landscape realism often comes from the multitude of details that are hard to model such as fallen leaves, rock piles orentangled fallen branches. In this article, we present a method for augmenting natural scenes with a huge amount of details suchas grass tufts, stones, leaves or twigs. Our approach takes advantage of the observation that those details can be approximatedby replications of a few similar objects and therefore relies on mass-instancing. We propose an original structure, the GhostTile, that stores a huge number of overlapping candidate objects in a tile, along with a pre-computed collision graph. Detailsare created by traversing the scene with the Ghost Tile and generating instances according to user-defined density fields thatallow to sculpt layers and piles of entangled objects while providing control over their density and distribution. |
Author | Galin, Eric Guérin, Eric Génevaux, Jean-David Grosbellet, François Peytavie, Adrien |
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References_xml | – reference: Müller P., Wonka P., Haegler S., Ulmer A., Van Gool L.: Procedural modeling of buildings. ACM Transactions on Graphics 25, 3 (2006), 614-623. 2 – reference: Sakurai K., Miyata K.: Modelling of non-periodic aggregates having a pile structure. Computer Graphics Forum 33, 1 (2014), 190-198. 2, 9 – reference: Peytavie A., Galin E., Merillou S., Grosjean J.: Procedural Generation of Rock Piles Using Aperiodic Tiling. Computer Graphics Forum (Proceedings of Pacific Graphics) 28, 7 (2009), 1801-1810. 2, 9 – reference: Bruneton E., Neyret F.: Real-time Realistic Rendering and Lighting of Forests. Computer Graphics Forum 31, 2 (2012), 373-382. 2 – reference: Wyvill B., Guy A., Galin E.: Extending the CSG tree. Warping, Blending and Boolean operations in an implicit Surface Modeling System. Computer Graphics Forum 18, 2 (1999), 149-158. 5, 8 – reference: Du S.P., Hu S.M., Martin R.R.: Semiregular solid texturing from 2d image exemplars. IEEE Transactions on Visualization and Computer Graphics 19, 3 (2013), 460-469. 2 – reference: Jagnow R., Dorsey J., Rushmeier H.: Stereological techniques for solid textures. ACM Transactions on Graphics 23, 3 (2004), 329-335. 2 – reference: Jiang M., Zhou Y., Wang R., Southern R., Zhang J.J.: Blue noise sampling using an SPH-based method. ACM Transactions on Graphics 34, 6 (2015), 211:1-211:11. 2 – reference: Stolpner S., Kry P., Siddiqi K.: Medial spheres for shape approximation. IEEE Transactions on Pattern Analysis and Machine Intelligence 34, 6 (2012), 1234-1240. 4 – reference: Grosbellet F., Peytavie A., Guérin E., Galin E., Mérillou S., Benes B.: Environmental objects for authoring procedural scenes. Computer Graphics Forum 35, 1 (2016), 296-308. 2, 10 – reference: Zhang G.-X., Du S.-P., Lai Y.-K., Ni T., Hu S.-M.: Sketch guided solid texturing. Graphical Models 73, 3 (2011), 59-73. 2 – reference: Emilien A., Vimont U., Cani M.-P., Poulin P., Benes B.: WorldBrush: Interactive Example-based Synthesis of Procedural Virtual Worlds. ACM transactions on Graphics, Proceedings of ACM SIGGRAPH 34, 4 (2015), 106:1-106:11. 2 – reference: Hsu S., Keyser J.: Piles of objects. ACM Transactions on Graphics 29, 6 (2010), 155:1-155:6. 2 – reference: Wang R., Snyder J., Liu X., Bao H., Peng Q., Guo B.: Variational sphere set approximation for solid objects. The Visual Computer 22, 9-11 (2006), 612-621. 4 – reference: Behrendt S., Colditz C., Franzke O., Kopf J., Deussen O.: Realistic real-time rendering of landscapes using billboard clouds. Computer Graphics Forum 24, 3 (2005), 507-516. 2 – reference: Desbenoit B., Galin E., Akkouche S.: Simulating and Modeling Lichen Growth. Computer Graphics Forum 23, 3 (2004), 341-350. 2 – reference: Ma C., Wei L.-Y., Tong X.: Discrete element textures. ACM Transactions on Graphics 30, 4 (2011), 62:1-62:10. 2, 9 – volume: 22 start-page: 612 issue: 9–11 year: 2006 end-page: 621 article-title: Variational sphere set approximation for solid objects publication-title: The Visual Computer – volume: 35 start-page: 296 issue: 1 year: 2016 end-page: 308 article-title: Environmental objects for authoring procedural scenes publication-title: Computer Graphics Forum – volume: 31 start-page: 373 issue: 2 year: 2012 end-page: 382 article-title: Real‐time Realistic Rendering and Lighting of Forests publication-title: Computer Graphics Forum – start-page: 275 year: 1998 end-page: 286 – volume: 24 start-page: 507 issue: 3 year: 2005 end-page: 516 article-title: Realistic real‐time rendering of landscapes using billboard clouds publication-title: Computer Graphics Forum – start-page: 93 year: 2004 end-page: 102 – start-page: 373 year: 2006 end-page: 379 – start-page: 1 year: 2006 end-page: 11 – volume: 29 start-page: 155:1 issue: 6 year: 2010 end-page: 155:6 article-title: Piles of objects publication-title: ACM Transactions on Graphics – volume: 34 start-page: 211:1 issue: 6 year: 2015 end-page: 211:11 article-title: Blue noise sampling using an SPH‐based method publication-title: ACM Transactions on Graphics – volume: 28 start-page: 1801 issue: 7 year: 2009 end-page: 1810 article-title: Procedural Generation of Rock Piles Using Aperiodic Tiling publication-title: Computer Graphics Forum (Proceedings of Pacific Graphics) – start-page: 57 year: 2005 end-page: 67 – start-page: 309 year: 2001 end-page: 316 – start-page: 83 year: 2005 end-page: 88 – volume: 25 start-page: 614 issue: 3 year: 2006 end-page: 623 article-title: Procedural modeling of buildings publication-title: ACM Transactions on Graphics – volume: 30 start-page: 62:1 issue: 4 year: 2011 end-page: 62:10 article-title: Discrete element textures publication-title: ACM Transactions on Graphics – volume: 23 start-page: 341 issue: 3 year: 2004 end-page: 350 article-title: Simulating and Modeling Lichen Growth publication-title: Computer Graphics Forum – volume: 34 start-page: 1234 issue: 6 year: 2012 end-page: 1240 article-title: Medial spheres for shape approximation publication-title: IEEE Transactions on Pattern Analysis and Machine Intelligence – volume: 23 start-page: 329 issue: 3 year: 2004 end-page: 335 article-title: Stereological techniques for solid textures publication-title: ACM Transactions on Graphics – volume: 19 start-page: 460 issue: 3 year: 2013 end-page: 469 article-title: Semiregular solid texturing from 2d image exemplars publication-title: IEEE Transactions on Visualization and Computer Graphics – volume: 34 start-page: 106:1 issue: 4 year: 2015 end-page: 106:11 article-title: WorldBrush: Interactive Example‐based Synthesis of Procedural Virtual Worlds publication-title: ACM transactions on Graphics, Proceedings of ACM SIGGRAPH – volume: 73 start-page: 59 issue: 3 year: 2011 end-page: 73 article-title: Sketch guided solid texturing publication-title: Graphical Models – start-page: 107 year: 2006 end-page: 110 – volume: 33 start-page: 190 issue: 1 year: 2014 end-page: 198 article-title: Modelling of non‐periodic aggregates having a pile structure publication-title: Computer Graphics Forum – volume: 18 start-page: 149 issue: 2 year: 1999 end-page: 158 article-title: Extending the CSG tree. Warping, Blending and Boolean operations in an implicit Surface Modeling System publication-title: Computer Graphics Forum – ident: e_1_2_9_2_2 – ident: e_1_2_9_16_2 doi: 10.1145/2816795.2818102 – ident: e_1_2_9_23_2 doi: 10.1111/cgf.12266 – ident: e_1_2_9_10_2 – ident: e_1_2_9_26_2 doi: 10.1016/j.gmod.2010.10.006 – ident: e_1_2_9_20_2 doi: 10.1145/2010324.1964957 – ident: e_1_2_9_11_2 doi: 10.1145/2766975 – ident: e_1_2_9_15_2 doi: 10.1145/1015706.1015724 – ident: e_1_2_9_12_2 – ident: e_1_2_9_22_2 doi: 10.1109/TPAMI.2011.254 – ident: e_1_2_9_19_2 doi: 10.1145/1141911.1141931 – ident: e_1_2_9_18_2 doi: 10.1145/383259.383293 – ident: e_1_2_9_8_2 doi: 10.1145/280814.280898 – ident: e_1_2_9_17_2 – ident: e_1_2_9_21_2 doi: 10.1111/j.1467-8659.2009.01557.x – ident: e_1_2_9_24_2 doi: 10.1111/1467-8659.00365 – ident: e_1_2_9_5_2 doi: 10.1111/j.1467-8659.2012.03016.x – ident: e_1_2_9_14_2 doi: 10.1145/1882261.1866181 – ident: e_1_2_9_25_2 doi: 10.1007/s00371-006-0052-0 – ident: e_1_2_9_4_2 doi: 10.1111/j.1467-8659.2005.00876.x – ident: e_1_2_9_9_2 doi: 10.1109/TVCG.2012.129 – ident: e_1_2_9_7_2 – ident: e_1_2_9_13_2 doi: 10.1111/cgf.12726 – ident: e_1_2_9_6_2 doi: 10.1111/j.1467-8659.2004.00765.x – ident: e_1_2_9_3_2 doi: 10.1007/11784203_1 |
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Snippet | Digital landscape realism often comes from the multitude of details that are hard to model such as fallen leaves, rock piles or entangled fallen branches. In... Digital landscape realism often comes from the multitude of details that are hard to model such as fallen leaves, rock piles orentangled fallen branches. In... |
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SubjectTerms | Analysis Approximation Categories and Subject Descriptors (according to ACM CCS) Computer graphics Computer Science Density Digital Digital imaging Ghosts Graphics I.3.3 [Computer Graphics]: Picture/Image Generation I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling-Curve I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling—Curve, surface, solid and object representations I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism Landscapes Nature Piles Replication solid and object representations Stores Studies surface |
Title | Efficient modeling of entangled details for natural scenes |
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