Physically-based Driven Tree Animations (English)

How to get this document?

Download
Commercial Copyright fee: €14.50 Basic fee: €4.00 Total price: €18.50
Academic Copyright fee: €4.50 Basic fee: €2.00 Total price: €6.50

Simulating dynamic natural wind effects on trees remains a challenging task in Computer Graphics. From an animators point of view it is a cumbersome and tedious task to create this effect due to the complexity of the tree shape, the numerous protruding branches and the wide variety of foliage. In this paper we present a novel method to create controllable animations of trees. Our approach borrows from several ideas from video textures, computer-assisted animation and motion graphs. It combines re-sequencing of existing material with the automatic generation of new data. Furthermore, the animator can direct the animation at each arbitrary moment using a goal based motion algorithm. First, a small set of motion data is gathered from a physically-based driven tree animation. Next, an optimised motion graph is constructed from the acquired data indicating all possible transitions from one tree pose to another. By creating in-between frames for all pairs of keyframes we ensure smooth transitions. Finally, by walking on the motion graph new non-identical animations are synthesised. The resulting animations are smooth, controllable by the animator and suitable for different production targets including 3D virtual environments (e.g., games) and 2D stylised animation.

  • Title:
    Physically-based Driven Tree Animations
  • Author / Creator:
  • Published in:
  • Publisher:
    The Eurographics Association
  • Place of publication:
    Postfach 8043, 38621 Goslar, Germany
  • Year of publication:
    2006
  • Size:
    8 pages
  • ISBN:
  • ISSN:
  • DOI:
  • Type of media:
    Conference paper
  • Type of material:
    Electronic Resource
  • Language:
    English
  • Source:
  • Export:
  • ORKG:

Table of contents conference proceedings

The tables of contents are generated automatically and are based on the data records of the individual contributions available in the index of the TIB portal. The display of the Tables of Contents may therefore be incomplete.

7
A Generalized Cracks Simulation on 3D-Meshes
Valette, Gilles / Prévost, Stéphanie / Lucas, Laurent | 2006
15
Time-Varying BRDFs
Sun, Bo / Sunkavalli, Kalyan / Ramamoorthi, Ravi / Belhumeur, Peter / Nayar, Shree | 2006
25
Realistic Water Volumes in Real-Time
Baboud, Lionel / Décoret, Xavier | 2006
33
Simulating Caustics due to Liquid-Solid Interface Menisci
Bourque, Eric / Dufort, Jean-François / Laprade, Michelle / Poulin, Pierre | 2006
41
Real-time Realistic Illumination and Shading of Stratiform Clouds
Bouthors, Antoine / Neyret, Fabrice / Lefebvre, Sylvain | 2006
51
Physically-Based Realistic Fire Rendering
Pegoraro, Vincent / Parker, Steven G. | 2006
61
Artist-Directable Real-Time Rain Rendering in City Environments
Tatarchuk, Natalya / Isidoro, John | 2006
75
Physically-based Driven Tree Animations
Haevre, William Van / Fiore, Fabian Di / Reeth, Frank Van | 2006
83
Effective Multi-resolution Rendering and Texture Compression for Captured Volumetric Trees
Linz, Christian / Reche-Martinez, Alex / Drettakis, George / Magnor, Marcus | 2006