DeadWood: Including disturbance and decay in the depiction of digital nature: ACM Transactions on Graphics: Vol 0, No ja

IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Adrien Peytavie, James Gain, Eric Guérin, Oscar Argudo, Eric Galin
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引用次数: 0

Abstract

The creation of truly believable simulated natural environments remains an unsolved problem in Computer Graphics. This is, in part, due to a lack of visual variety. In nature, apart from variation due to abiotic and biotic growth factors, a significant role is played by disturbance events, such as fires, windstorms, disease, and death and decay processes, which give rise to both standing dead trees (snags) and downed woody debris (logs). For instance, snags constitute on average \(10\% \) of unmanaged forests by basal area, and logs account for \(2 \frac{1}{2} \) times this quantity.

While previous systems have incorporated individual elements of disturbance (e.g., forest fires) and decay (e.g., the formation of humus), there has been no unifying treatment, perhaps because of the challenge of matching simulation results with generated geometric models.

In this paper, we present a framework that combines an ecosystem simulation, which explicitly incorporates disturbance events and decay processes, with a model realization process, which balances the uniqueness arising from life history with the need for instancing due to memory constraints. We tested our hypothesis concerning the visual impact of disturbance and decay with a two-alternative forced-choice experiment (n = 116). Our findings are that the presence of dead wood in various forms, as snags or logs, significantly improves the believability of natural scenes, while, surprisingly, general variation in the number of model instances, with up to 8 models per species, and a focus on disturbance events, does not.

DeadWood:将干扰和衰变纳入数字自然描绘:ACM Transactions on Graphics:Vol 0, No ja
在计算机图形学领域,创造真正可信的模拟自然环境仍是一个尚未解决的问题。部分原因在于缺乏视觉变化。在自然界中,除了非生物和生物生长因素造成的变化外,火灾、风灾、疾病、死亡和腐烂过程等干扰事件也起着重要作用,这些干扰事件会产生枯树(树坯)和倒伏的木质碎屑(原木)。例如,按基部面积计算,杉木平均占无人管理森林的 \(10\%\) ,而原木则是这一数量的 \(2 \frac{1}{2}\) 倍。虽然以前的系统已经纳入了干扰(如森林火灾)和腐烂(如腐殖质的形成)的个别元素,但一直没有统一的处理方法,这可能是因为将模拟结果与生成的几何模型相匹配是一项挑战。在本文中,我们提出了一个将生态系统模拟与模型实现过程相结合的框架,前者明确包含了干扰事件和衰变过程,后者则平衡了生命史产生的唯一性和由于内存限制而产生的实例化需求。我们通过一个双选项强迫选择实验(n = 116)检验了我们关于干扰和衰变对视觉影响的假设。我们的研究结果表明,各种形式的枯木(如树枝或原木)的存在大大提高了自然场景的可信度,而令人惊讶的是,模型实例数量的一般变化(每个物种多达 8 个模型)以及对干扰事件的关注却没有提高可信度。
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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来源期刊
ACM Transactions on Graphics
ACM Transactions on Graphics 工程技术-计算机:软件工程
CiteScore
14.30
自引率
25.80%
发文量
193
审稿时长
12 months
期刊介绍: ACM Transactions on Graphics (TOG) is a peer-reviewed scientific journal that aims to disseminate the latest findings of note in the field of computer graphics. It has been published since 1982 by the Association for Computing Machinery. Starting in 2003, all papers accepted for presentation at the annual SIGGRAPH conference are printed in a special summer issue of the journal.
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