Tree Branch Level of Detail Models for Forest Navigation

dc.contributor.authorZhang, Xiaopengen_US
dc.contributor.authorBao, Guanboen_US
dc.contributor.authorMeng, Weiliangen_US
dc.contributor.authorJaeger, Marcen_US
dc.contributor.authorLi, Hongjunen_US
dc.contributor.authorDeussen, Oliveren_US
dc.contributor.authorChen, Baoquanen_US
dc.contributor.editorChen, Min and Zhang, Hao (Richard)en_US
dc.date.accessioned2018-01-10T07:43:04Z
dc.date.available2018-01-10T07:43:04Z
dc.date.issued2017
dc.description.abstractWe present a level of detail (LOD) method designed for tree branches. It can be combined with methods for processing tree foliage to facilitate navigation through large virtual forests. Starting from a skeletal representation of a tree, we fit polygon meshes of various densities to the skeleton while the mesh density is adjusted according to the required visual fidelity. For distant models, these branch meshes are gradually replaced with semi‐transparent lines until the tree recedes to a few lines. Construction of these complete LOD models is guided by error metrics to ensure smooth transitions between adjacent LOD models. We then present an instancing technique for discrete LOD branch models, consisting of polygon meshes plus semi‐transparent lines. Line models with different transparencies are instanced on the GPU by merging multiple tree samples into a single model. Our technique reduces the number of draw calls in GPU and increases rendering performance. Our experiments demonstrate that large‐scale forest scenes can be rendered with excellent detail and shadows in real time.We present a level of detail (LOD) method designed for tree branches. It can be combined with methods for processing tree foliage to facilitate navigation through large virtual forests. Starting from a skeletal representation of a tree, we fit polygon meshes of various densities to the skeleton while the mesh density is adjusted according to the required visual fidelity. For distant models, these branch meshes are gradually replaced with semi‐transparent lines until the tree recedes to a few lines. Construction of these complete LOD models is guided by error metrics to ensure smooth transitions between adjacent LOD models. We then present an instancing technique for discrete LOD branch models, consisting of polygon meshes plus semi‐transparent lines.en_US
dc.description.number8
dc.description.sectionheadersArticles
dc.description.seriesinformationComputer Graphics Forum
dc.description.volume36
dc.identifier.doi10.1111/cgf.13088
dc.identifier.issn1467-8659
dc.identifier.pages402-417
dc.identifier.urihttps://doi.org/10.1111/cgf.13088
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13088
dc.publisher© 2017 The Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectlevel of detail
dc.subjectvirtual forests
dc.subjectreal time
dc.subjectbranch models
dc.subjectsimplification
dc.subjectI.3.3 [Computer Graphics]: Picture/Image Generation—Line and curve generation
dc.titleTree Branch Level of Detail Models for Forest Navigationen_US
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