Creation and rendering of realistic trees

Jason P. Weber, J. Penn
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引用次数: 517

Abstract

Recent advances in computer graphics have produced images approaching the elusive goal of photorealism. Since many natural objects are so complex and detailed, they are often not rendered with convincing fidelity due to the difficulties in succinctly defining and efficiently rendering their geometry. With the increased demand of future simulation and virtual reality applications, the production of realistic natural-looking background objects will become increasingly more important. We present a model to create and render trees. Our emphasis is on the overall geometrical structure of the tree and not a strict adherence to botanical principles. Since the model must be utilized by general users, it does not require any knowledge beyond the principles of basic geometry. We also explain a method to seamlessly degrade the tree geometry at long ranges to optimize the drawing of large quantities of trees in forested areas.
创建和渲染现实的树木
计算机图形学的最新进展已使图像接近难以捉摸的逼真主义目标。由于许多自然物体是如此的复杂和详细,它们往往不能以令人信服的保真度渲染,因为在简洁地定义和有效地渲染它们的几何形状的困难。随着未来仿真和虚拟现实应用需求的增加,制作逼真自然的背景物体将变得越来越重要。我们提出了一个模型来创建和渲染树。我们的重点是树的整体几何结构,而不是严格遵守植物学原理。由于该模型必须由一般用户使用,因此它不需要任何超出基本几何原理的知识。我们还解释了一种方法,可以在远距离无缝地降低树木的几何形状,以优化森林地区大量树木的绘制。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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