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 inComputer graphics forum Vol. 35; no. 7; pp. 257 - 267
Main Authors Guérin, Eric, Galin, Eric, Grosbellet, François, Peytavie, Adrien, Génevaux, Jean-David
Format Journal Article
LanguageEnglish
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.
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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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
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Sakurai K., Miyata K.: Modelling of non-periodic aggregates having a pile structure. Computer Graphics Forum 33, 1 (2014), 190-198. 2, 9
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Hsu S., Keyser J.: Piles of objects. ACM Transactions on Graphics 29, 6 (2010), 155:1-155:6. 2
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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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StartPage 257
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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https://hal.science/hal-01370684
Volume 35
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