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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Bibliographic Details
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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Summary: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.
Bibliography:istex:998C43070BAFFDD19B3A5483C209098B1E36B67F
ark:/67375/WNG-CNSGHLRV-5
Supporting Information
ArticleID:CGF13023
SourceType-Scholarly Journals-1
ObjectType-Feature-1
content type line 14
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ISSN:0167-7055
1467-8659
DOI:10.1111/cgf.13023