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Strands, Gravity and Botanical Tree Imagery

Strands, Gravity and Botanical Tree Imagery This paper presents a technique for the modelling and rendering of realistic botanical tree images. A strand model is used that is analogous to the internal vascular structure of a tree. The model is “grown” under the simulated influence of gravity and light. The strand densities at each branching point are used to determine branching angles, branch lengths and branch thicknesses, taking into account stored, user definable parameters that characterize the species of tree being modelled. These parameters address such factors as gravimorphism, phototropism, orthotropism, plagiotropism, planartropism and phyllotaxis, and are distributed according to a branch ordering system. Branch segments and joints are modelled by Bézier splines, with an assumed circular cross‐section. Leaves are made up from numbers of sample ranges from vector plane equations. The trees are rendered using a surface sampling algorithm with a light Z buffer for shadows and autoregression textures for tree bark and grass. http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png Computer Graphics Forum Wiley

Strands, Gravity and Botanical Tree Imagery

Computer Graphics Forum , Volume 13 (1) – Feb 1, 1994

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References (16)

Publisher
Wiley
Copyright
© 1994 The Eurographics Association
ISSN
0167-7055
eISSN
1467-8659
DOI
10.1111/1467-8659.1310057
Publisher site
See Article on Publisher Site

Abstract

This paper presents a technique for the modelling and rendering of realistic botanical tree images. A strand model is used that is analogous to the internal vascular structure of a tree. The model is “grown” under the simulated influence of gravity and light. The strand densities at each branching point are used to determine branching angles, branch lengths and branch thicknesses, taking into account stored, user definable parameters that characterize the species of tree being modelled. These parameters address such factors as gravimorphism, phototropism, orthotropism, plagiotropism, planartropism and phyllotaxis, and are distributed according to a branch ordering system. Branch segments and joints are modelled by Bézier splines, with an assumed circular cross‐section. Leaves are made up from numbers of sample ranges from vector plane equations. The trees are rendered using a surface sampling algorithm with a light Z buffer for shadows and autoregression textures for tree bark and grass.

Journal

Computer Graphics ForumWiley

Published: Feb 1, 1994

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