Realistic modelling and interactive rendering of forestry and landscape is a challenge in computer graphics and virtual reality.Recent new developments in plant growth modelling and simulation lead to plant models fai...Realistic modelling and interactive rendering of forestry and landscape is a challenge in computer graphics and virtual reality.Recent new developments in plant growth modelling and simulation lead to plant models faithful to botanical structure and development,not only representing the complex architecture of a real plant but also its functioning in interaction with its environment.Complex geometry and material of a large group of plants is a big burden even for high performances computers,and they often overwhelm the numerical calculation power and graphic rendering power.Thus,in order to accelerate the rendering speed of a group of plants,software techniques are often developed.In this paper,we focus on plant organs,i.e.leaves,flowers,fruits and inter-nodes.Our approach is a simplification process of all sparse organs at the same time,i.e.,Level of Detail(LOD),and multi-resolution models for plants.We do explain here the principle and construction of plant simplification.They are used to construct LOD and multi-resolution models of sparse organs and branches of big trees.These approaches take benefit from basic knowledge of plant architecture,clustering tree organs according to biological structures.We illustrate the potential of our approach on several big virtual plants for geometrical compression or LOD model definition.Finally we prove the efficiency of the proposed LOD models for realistic rendering with a virtual scene composed by 184 mature trees.展开更多
3D modeling of trees in real environments is a challenge in computer graphics and computer vision, since the geometric shape and topological structure of trees are more complex than conventional artificial objects. In...3D modeling of trees in real environments is a challenge in computer graphics and computer vision, since the geometric shape and topological structure of trees are more complex than conventional artificial objects. In this paper, we present a multi-process approach that is mainly performed in 2D space to faithfully construct a 3D model of the trunk and main branches of a real tree from a single range image. The range image is first segmented into patches by jump edge detection based on depth discontinuity. Coarse skeleton points and initial radii are then computed from the contour of each patch. Axis directions are estimated using cylinder fitting in the neighborhood of each coarse skeleton point. With the help of axis directions, skeleton nodes and corresponding radii are computed. Finally, these skeleton nodes are hierarchically connected, and improper radii are modified based on plant knowledge. 3D models generated from single range images of real trees demonstrate the effectiveness of our method. The main contributions of this paper are simple reconstruction by virtue of image storage order of single scan and skeleton computation based on axis directions.展开更多
Vegetation ecosystem simulation and visualisation are challenging topics involving multidisciplinary aspects. In this paper, we present a new generic frame for the simulation of natural phenomena through manageable an...Vegetation ecosystem simulation and visualisation are challenging topics involving multidisciplinary aspects. In this paper, we present a new generic frame for the simulation of natural phenomena through manageable and interacting models. It focuses on the functional growth of large vegetal ecosystems, showing coherence for scales ranging from the individual plant to communities and with a particular attention to the effects of water resource competition between plants. The proposed approach is based on a model of plant growth in interaction with the environmental conditions. These are deduced from the climatic data (light, temperature, rainfall) and a model of soil hydrological budget. A set of layers is used to store the water resources and to build the interfaces between the environmental data and landscape components: temperature, rain, light, altitude, lakes, plant positions, biomass, cycles, etc. At the plant level, the simulation is performed for each individual by a structural-functional growth model, interacting with the plant's environment. Temperature is spatialised, changing according to altitude, and thus locally controls plant growth speed. The competition for water is based on a soil hydrological model taking into account rainfalls, water runoff, absorption, diffusion, percolation in soil. So far, the incoming light radiation is not studied in detail and is supposed constant. However, competition for light between plants is directly taken into account in the plant growth model. In our implementation, we propose a simple architecture for such a simulator and a simulation scheme to synchronise the water resource updating (on a temporal basis) and the plant growth cycles (determined by the sum of daily temperatures). The visualisation techniques are based on sets of layers, allowing both morphological and functional landscape views and providing interesting tools for ecosystem management. The implementation of the proposed frame leads to encouraging results that are presented and illustrate simple academic cases.展开更多
基金This work is supported by National Natural Science Foundation of China projects No. 60073007, 60473110, 30371157 by National High-Tech Research and Development Plan of China under Grant No. 2006AA01Z301+1 种基金 by the French National Research Agency within project NATSIM ANR-05-MMSA-45 and by LIAMA funding with the project GreenLab.
文摘Realistic modelling and interactive rendering of forestry and landscape is a challenge in computer graphics and virtual reality.Recent new developments in plant growth modelling and simulation lead to plant models faithful to botanical structure and development,not only representing the complex architecture of a real plant but also its functioning in interaction with its environment.Complex geometry and material of a large group of plants is a big burden even for high performances computers,and they often overwhelm the numerical calculation power and graphic rendering power.Thus,in order to accelerate the rendering speed of a group of plants,software techniques are often developed.In this paper,we focus on plant organs,i.e.leaves,flowers,fruits and inter-nodes.Our approach is a simplification process of all sparse organs at the same time,i.e.,Level of Detail(LOD),and multi-resolution models for plants.We do explain here the principle and construction of plant simplification.They are used to construct LOD and multi-resolution models of sparse organs and branches of big trees.These approaches take benefit from basic knowledge of plant architecture,clustering tree organs according to biological structures.We illustrate the potential of our approach on several big virtual plants for geometrical compression or LOD model definition.Finally we prove the efficiency of the proposed LOD models for realistic rendering with a virtual scene composed by 184 mature trees.
基金This work is supported by the National High Technology Development 863 Program of China under Grant Nos.2006AA01Z301 and 2006AA10Z229the National Natural Science Foundation of China under Grant Nos.60674128,60073007,and 60473110Beijing Municipal Natural Science Foundation under Grant No.4062033.
文摘3D modeling of trees in real environments is a challenge in computer graphics and computer vision, since the geometric shape and topological structure of trees are more complex than conventional artificial objects. In this paper, we present a multi-process approach that is mainly performed in 2D space to faithfully construct a 3D model of the trunk and main branches of a real tree from a single range image. The range image is first segmented into patches by jump edge detection based on depth discontinuity. Coarse skeleton points and initial radii are then computed from the contour of each patch. Axis directions are estimated using cylinder fitting in the neighborhood of each coarse skeleton point. With the help of axis directions, skeleton nodes and corresponding radii are computed. Finally, these skeleton nodes are hierarchically connected, and improper radii are modified based on plant knowledge. 3D models generated from single range images of real trees demonstrate the effectiveness of our method. The main contributions of this paper are simple reconstruction by virtue of image storage order of single scan and skeleton computation based on axis directions.
基金This work is supported by the National Natural Science Foundation of China under Grant No.60473110 and by LIAMAGREENLAB Project.
文摘Vegetation ecosystem simulation and visualisation are challenging topics involving multidisciplinary aspects. In this paper, we present a new generic frame for the simulation of natural phenomena through manageable and interacting models. It focuses on the functional growth of large vegetal ecosystems, showing coherence for scales ranging from the individual plant to communities and with a particular attention to the effects of water resource competition between plants. The proposed approach is based on a model of plant growth in interaction with the environmental conditions. These are deduced from the climatic data (light, temperature, rainfall) and a model of soil hydrological budget. A set of layers is used to store the water resources and to build the interfaces between the environmental data and landscape components: temperature, rain, light, altitude, lakes, plant positions, biomass, cycles, etc. At the plant level, the simulation is performed for each individual by a structural-functional growth model, interacting with the plant's environment. Temperature is spatialised, changing according to altitude, and thus locally controls plant growth speed. The competition for water is based on a soil hydrological model taking into account rainfalls, water runoff, absorption, diffusion, percolation in soil. So far, the incoming light radiation is not studied in detail and is supposed constant. However, competition for light between plants is directly taken into account in the plant growth model. In our implementation, we propose a simple architecture for such a simulator and a simulation scheme to synchronise the water resource updating (on a temporal basis) and the plant growth cycles (determined by the sum of daily temperatures). The visualisation techniques are based on sets of layers, allowing both morphological and functional landscape views and providing interesting tools for ecosystem management. The implementation of the proposed frame leads to encouraging results that are presented and illustrate simple academic cases.